***** ***** **** ***** ***** ** ** ***** * ***** ** **
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***** * **** ***** ***** * * ***** * ***** * *
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**** ***** **** ***** ***** * * ***** **** ***** * * * *
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**** ***** * * * ***** * * * * * * ***** * * * * *
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* * * * * * * * * * * * * * * * * * * * *
* * * * **** ***** * * * * * **** * * ** ** * *
==========================================
~Line Test~
==========================================
If the following line is readable without scrolling over, you can easily
read this walkthrough.
ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMONPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVW
==========================================
~Introduction~
==========================================
Welcome readers! I'm Deathborn 668 on the message boards and this is
a walkthrough for Fire Emblem--Radiant Dawn, the strategy turn based RPG
on the Nintendo Wii. Hopefully you'll enjoy this walthrough as much as I
enjoyed playing this game. Some Do's and Don'ts to keep in mind:
DO:
-Use this walkthrough as a refrence tool
-Tell people about it
-Print it for personal use
-Give to other people for no profit
DON'T:
-Plagerize this walkthrough without any credit
-Call this walkthrough "yours"
-Sell this walkthrough for profit
ONLY the following sites have permission to use this walkthrough without
the need to contact me:
-www.gamefaqs.com
-www.gamespot.com
-www.ign.com
-www.supercheats.com
Anybody else wishing to use this walkthrough will need to e-mail me at
someguy668 (at) yahoo (dot) com
Those wishing to leave me comments and corrections should also e-mail me.
I generally won't respond to e-mails, and probably won't update if you send
me a correction unless it extremely important. Don't feel offended if I
don't respond or update with a change.
Thanks for your concern.
And remember, use Ctrl+F to search for what you need.
=============================================
| ~Table of Contents~ |
=============================================
|1.Basic Storyline |
=============================================
|2.Controls |
=============================================
|3.Combat Information |
| 3A.Battle Commands |
| 3B.Phases and Troop Movement |
| 3C.Weapons and Durability |
| 3D.Battle Calculations |
| 3E.Experience Points and Leveling Up |
| 3F.Unit Stats |
| 3G.Victory Objectives |
| 3H.The Base |
| 3I.Bonus Experience |
| 3J.Support Conversations |
| 3K.Skills |
| 3L.Laguz Units |
| 3M.Difficulty Levels |
| 3N.Path of Radiance Transfer Data |
| 3O.Outsmarting the Computer |
=============================================
|4.Radiant Walkthrough |
| 4A.Part 1 Overview |
| 4B.Part 1-Prologue; Under Gray Skies |
| 4C.Chapter 1-1; Maiden of Miracles |
| 4D.Chapter 1-2; The Dispossessed |
| 4E.Chapter 1-3; A Faint Light |
| 4F.Chapter 1-4; A Distant Voice |
| 4G.Chapter 1-5; The Lost Heir |
| 4H.Chapter 1-6.1; Raise the Standard |
| 4I.Chapter 1-6.2; Raise the Standard |
| 4J.Chapter 1-7; A Gathering Hope |
| 4K.Chapter 1-8; Glory Unwanted |
| 4L.Chapter 1-9; One Survives |
| 4M.Part 1 Endgame; Daein, Arise! |
| |
| 4N.Part 2 Overview |
| 4O.Part 2 Prologue; On Drifting Clouds |
| 4P.Chapter 2-1; Winds of Rebellion |
| 4Q.Chapter 2-2; Tides of Intrigue |
| 4R.Chapter 2-3; Geoffrey's Charge |
| 4S.Part 2 Endgame; Elincia's Gambit |
| |
| 4T.Part 3 Overview |
| 4U.Part 3 Prologue; The Great Advance |
| 4V.Chapter 3-1; Laguz and Beorc |
| 4W.Chapter 3-2; Stormclouds |
| 4X.Chapter 3-3; River Crossing |
| 4Y.Chapter 3-4; The General's Hand |
| 4Z.Chapter 3-5; Retreat! |
| 4AA.Chapter 3-6; A Reason to Fight |
| 4BB.Chapter 3-7; Rivals Collide |
| 4CC.Chapter 3-8; Incandescent Glow |
| 4DD.Chapter 3-9; Marauders |
| 4EE.Chapter 3-10; The Heart of Crimea |
| 4FF.Chapter 3-11; Just Cause |
| 4GG.Chapter 3-12; The Price |
| 4HH.Chapter 3-13; Blood Contract |
| 4II.Part 3 Endgame; From Pain, Awakening |
| |
| 4JJ.Part 4 Overview |
| 4KK.Part 4 Prologue; Chaos Named |
| 4LL.Chapter 4-1; Road to the Empire |
| 4MM.Chapter 4-2; Silent World |
| 4NN.Chapter 4-3; Distortions |
| 4OO.Chapter 4-4; Revelations |
| 4PP.Chapter 4-5; Unforgivable Sin |
| 4QQ.Part 4 Endgame Preparations |
| 4RR.Part 4 Endgame-1; Rebirth |
| 4SS.Part 4 Endgame-2; Rebirth |
| 4TT.Part 4 Endgame-3; Rebirth |
| 4UU.Part 4 Endgame-4; Rebirth |
| 4VV.Part 4 Endgame-5; Rebirth |
| 4WW.Epilogue |
=============================================
|5.Character Compendium |
| 5A.Swordmasters |
| 5B.Warriors |
| 5C.Halberdiers |
| 5D.Snipers |
| 5E.Sages |
| 5F.Falcon Knights |
| 5G.Dragonmasters |
| 5H.Generals |
| 5I.Paladins |
| 5J.Rogues |
| 5K.Bishops |
| 5L.Cleric |
| 5M.Hero |
| 5N.Queen |
| 5O.Empress |
| 5P.Chancellor |
| 5Q.Beast Tribe Laguz |
| 5R.Bird Tribe Laguz |
| 5S.Wolf Tribe Laguz |
| 5T.Dragon Tribe Laguz |
| 5U.Herons |
=============================================
|6.Weapon Inventory |
| 6A.Swords |
| 6B.Lances |
| 6C.Axes |
| 6D.Bows |
| 6E.Knives |
| 6F.Magic |
| 6G.Laguz Attacks |
| 6H.Staves |
| 6I.Misc. Items |
=============================================
|7.Hidden Items |
=============================================
|8.Sound Room |
=============================================
|9.Base Conversations |
=============================================
|10.Credits |
=============================================
===========================================================================
~1.Basic Storyline~
===========================================================================
Radiant Dawn is the sequel to Path of Radiance, taking place three years
after the events of the previous game (it is advised you play Path of
Radiance first, but it is not neccessary to complete the game or get a
basic grasp on the story).
After Ike liberated Crimea from Daein's King Ashnard's grasp, the country
of Daein was then to be controlled by Crimea's new queen, Elincia. She
relinquished ownership to the massive country of Begnion soon after,
however, and focused on rebuilding her own country due to the war.
Begnion occupational forced were relentless in their sweeps of Daein,
however. They imprisoned anyone who was a general threat to their
presence, and made sure that public morale remained as low as possible.
A small group of freedom fighters, the Dawn Brigade as led by the light
mage Micaiah, seeks to reclaim Daein from the Begnion oppressors.
Meanwhile, revolts in Crimea against the inexperienced Queen Elincia are
ongoing, and eventually Ike and the rest of the Greil Mercenaries
intervene.
All three companies, though, eventually get tangled in a continent wide
war that could quickly have disasterous consequences.
===========================================================================
~2.Controls~
===========================================================================
You have a variety of control options based on the controller you are
using for the game. There are three compatable controllers--the Wiimote:
sideways or vertical, the Classic Controller, and the Gamecube Controller.
And if you're curious, it is common acception that the Gamecube Controller
far outclasses the other two control schemes.
If you want to switch to Wiimote Vertical, bring up the map menu by
pressing the A button when the cursor is not on a unit, go to Options, and
change the Wiimote position from Horizontal to Vertical in one of the
settings.
--------------------
~Wiimote Horizontal~
--------------------
D-Pad--Move cursor (when viewing the map, hold the 1 button to speed up
movement of the cursor)
1 Button--Cancel option
2 Button--Confirm option, scroll through text speeches, select units
+ Button--Display map conditions, skip cutscenes and dialogue
- Button--Hold to remove on-screen displays
A Button--Display map menu, view recent viewed dialogue
B Button--Hold B and 2 to place cursor on units that haven't made an
action, hold B and 1 to display a unit's status screen when cursor is on
said unit, or to display help menu in certain situations, hold B and the
D-Pad to change camera angles, and hold B and A to zoom the camera in/out
------------------
~Wiimote Vertical~
------------------
D-Pad--Move cursor
A Button--Confirm menu selections, select unit
B Button--Cancel menu selections
+ Button--Move cursor to units that have yet to make an action
- Button--Display unit's status screen when cursor is on said unit
1 Button--Display battle conditions
1 and 2 Buttons--Display map manu
--------------------
~Classic Controller~
--------------------
D-Pad/Left Control Stick--Move cursor
Right Control Stick--Rotate camera
A Button--Confirm menu selections
B Button--Cancel menu selections
X Button--Move cursor to units that haven't performed an action yet
Y Button--Display a unit's status screen when cursor is on said unit
Xl/Xr--Display map menu
+ Button--Display battle conditions
L Button--Zoom camera in/out
R Button--Hold down to remove on-screen displays
---------------------
~Gamecube Controller~
---------------------
Control Stick/D-Pad--Move cursor (when viewing map, hold the B Button to
move the cursor faster)
A Button--Confirm menu selections, display map menu when cursor not on a
unit, select unit
B Button--Cancel menu selections
Y Button--Display status screen
Z Button--Display map menu
X Button--Move cursor to units that have yet to perform an action
L Button--Zoom camera in/out
R Button--Hold to remove on-screen displays
C-Stick--Change camera angle
Start/Pause--Display battle conditions, skip cutscenes/dialogue
===========================================================================
~3.Combat Information~
===========================================================================
Here's the section where all of the basic information needed to play the
game is listed. The majority of it can easily be understood through the
in-game tutorials, however there are some non-tutorial given data that you
should look at at some point during your playthrough.
---------------------------------------------------------------------------
~3A.Battle Commands~
---------------------------------------------------------------------------
These are all of the commands you can give to units while on the
battlefield. Pretty self explanatory. These are all possible options
brought up after selecting a unit with the cursor.
Move--The only command that is not actually selected. When you select a
unit a bunch of blue boxes will appear, as well as orange boxes on the
border. The unit can then move to any of the blue boxes. The unit is
capable of attacking anything within the blue and orange boxes. You do not
have to attack at all--you can just move and wait if you want.
Wait--After moving a unit you can choose to have them wait. This ends their
turn and no further actions by the unit can be performed until the next
turn. The exception is if Vigor is used to allow the unit to move a second
time.
Attack--If you are within range of an enemy you can choose this option to
attack them. After selecting this option you will be brought to your
weapon inventory and will need to choose a weapon. Weapons that cannot hit
the enemy from your current position (such as using a one ranged weapon
when two spaces away from an enemy) will be greyed out. After choosing the
weapon, you'll be shown one final weapon screen. This will show the HP of
both combatants, the damage they will do to each other (and if either will
double one another), the percentage of hitting, and the odds of a critical
hit. If you don't like them, you can choose to attack with a different
weapon to see the stats window again and plan your attack.
Staff--Choose this to use a staff on a unit. Pick the staff you want to
use, then select the unit to use it on. This is only available on staff
wielders, and different staves do different affects. Some heal your units
while others can hinder the enemy army. Each staff, like weapons, has a
specific range. Pay attention to it. Staff wielders, when attacked, can
counterattacks (and only counterattack) with the staff.
Rescue--When next to an allied unit (either blue or yellow), you can
choose to rescue them if their weight is 2 or more less than the unit
attempting rescue. When you rescue a unit, they are carried upon the
rescuee and are completely safe from attack. However, if the rescuee is
killed, the rescued unit will be dropped onto the ground. Airborne units
cannot be rescued (the only exception is untransformed bird/hawk laguz),
and all mounted units cannot be rescued. Rescuees will have their Speed
and Skill cut in half until the rescued unit is dropped.
Drop--Make the rescuee drop the rescued unit onto an adjacent tile. You can
only drop a unit onto tiles the unit is capable of traversing. You can't
drop a Halberdier onto a water tile, for instance.
Take--If you want to trade rescuees without dropping the rescued unit,
that is entirely possible. Just have another unit that has a weight two or
more than the rescued unit move adjacent to the current rescuee, then
choose to Take the unit. Very handy for moving NPC units around. Also note
that you can Take and Drop within the same turn if you wish.
Shove--You can shove and adjacent unit, regardless if it's allied or enemy,
one space by choosing this command. The unit you are shoving must have a
Weight that is no more than two higher than the unit doing the shoving.
Smite--Works exactly like Shove. However, this is only available to units
with the Smite skill, and this pushes a unit two spaces instead of one.
Items--Enter the item inventory of the selected unit. You can equip/unequip
weapons, and choose to use items such as those that can heal you or hurt
nearby enemies. Units can hold a maximum of seven items.
Trade--Trade items with an adjacent allied unit (blue or yellow). You do
not have to make a complete swap (as in trading one item on one unit for
one item on another). You can give all of your items to an itemless unit,
trade merely one item to a unit, or anything inbetween. The unit intiating
the trade can still use an item on their turn.
Talk--If possible, units can converse on the battlefield. On the map menu
you can choose "Units", and if you scroll the list left you can see all of
the available units each seprate unit can talk to on the map. You can Talk
if you are adjacent to said unit. Talking amoung blue units generally
increases your ability to upgrade their Support rank, while talking to
yellow, green, and occasionally red units can get them to join your team.
Visit--If you see an open door on a map leading to a house or tent, you
can put a unit infront of the door and choose to Visit the house. Talking
with the person inside will generally net you an item that you can use/
sell, but occasionally triggers a different cutscene that affects certain
characters in different ways.
Break--If you can't get a door open any other way, you can choose to attack
it. All doors have HP values. Draining the door's HP will break it open.
Door--...alternatively, just make a Thief walk infront of the door and
choose this option to open it without the need to waste weapon durability.
You can also open doors if you have a Door Key.
Chest--Open a chest to grab the contents inside. This option only appears
when the unit standing next to the chest is either a Thief or is holding
Chest Keys.
Direct--Only available to the main character of the chapter (Micaiah,
Geoffrey, Elincia, or Ike). This option allows you to control the yellow
NPC units by either having them Roam (attack and move at will), Target
(all units will ignore attackers and move for a target point you can set),
Halt (no NPC's will move or attack, but they will counterattack), or
Avoid (NPC's will move to the safest spot away from enemy units).
Order--Only available to the main character of the chapter (Micaiah,
Geoffrey, Elincia, or Ike). This option allows you to control units under
your control that you haven't moved after you end your turn. You can choose
for your units to perform similar actions as Direct would have. You have
Rally, which makes all unmoved units move towards and surround the
commander; Halt (the default) where unmoved units remain unmoved; Target,
which makes all unmoved units move towards a target location you can set;
and Avoid which makes all unmoved units avoid enemies as best as possible.
Steal--If a Thief is next to an adjacent enemy unit they can steal from
them. Only non-equipped items can be stolen, however. The Thief's speed
cannot be more than two less of the enemy that you are trying to steal
from.
Galdr--Only available to the Herons. You can choose one of five galdrs to
chant to adjacent units. The units affected depends on the heron, and if
they are transformed or not. You can use Vigor (allows a unit that has
already taken their turn to move again), Bliss (raises allied unit's
biorhythm to highest point), Sorrow (lowers enemy's biorhythm to lowest
point), Valor (increases allied laguz's transform meter to maximum point),
and Recovery (fully restores allied units' HP and status changes).
Arrive--Only certain maps the condition will be to Arrive at a certain
space. Have any unit reach this space and choose to Arrive to clear the
map. Certain maps required a certain character, or characters, to arrive.
Seize--Spaces on the map usually guarded by bosses. To clear the map with
a Seize condition you must reach the glowing square, then have the
commander (Micaiah, Geoffrey, or Ike) choose to Seize the square and clear
the map.
Escape--Certain maps will require you to escape. If the commander escapes
(Micaiah, Ike), then the chapter will be cleared. Other units can escape
before the commander, and is advised because each allied escapee will earn
you Bonus EXP.
---------------------------------------------------------------------------
~3B.Phases and Troop Movement~
---------------------------------------------------------------------------
Being turn based, your movement is restricted to only moving on your phase
of the current turn. Once you have chosen to End your turn, or have moved
all of your units, the next phase begins. There are four phases.
--------------
~Player Phase~
--------------
Marked in blue, the Player Phase will always be first. It is, of course,
the phase where you, the player, move your units. You get first strike at
whatever you can on your turn. Set up your army effectively in plan for
the oncoming enemy attack.
------------
~Ally Phase~
------------
Marked in yellow, the Ally Phase is where yellow ally NPC's move. It always
occurs after the Player Phase, but only if there is at least one yellow
unit on the map. The commander of your army can choose how allied units
can move with the Direct command, and that command will take effect on the
Ally Phase.
-------------
~Enemy Phase~
-------------
Marked in red, the Enemy Phase is where all of the computer controlled red
enemy units make their turn. They can attack Player/Ally/Other units, or
just move to different spots on the map.
-------------
~Other Phase~
-------------
Marked in green, the Other Phase is where all green Other units take their
turn. These units cannot be controlled by your commander, and often you
will need to protect them. These units won't hurt you, instead helping you
to destroy the Enemy army.
----------------
~Troop Movement~
----------------
In every phase, and especially important in the Player Phase, you will need
to command your troops. There are tons of options available for each unit,
so you will need to strategically place them all, or as many as you wish,
before you end the turn.
Moving a unit to a different location is basic to understand. Units can
only move to a blue square within their movement range. Attacking enemy
units is important as it is generally your objective on most maps. Get near
an enemy and select Attack, choose your weapon that has the same range as
you are in relation to the foe, and select it to see the battle window
displaying attack power, hit accuracy, and critical percentage of both
you and the enemy.
Staff users are highly important as they are responsible for casting staves
on enemies, as well as healing your own army.
And be sure to select and enemy unit to view their attack range. Any space
they can attack a unit will be highlighted with an orange box. Use it
wisely. This option is disabled in Hard Mode, however.
---------------------------------------------------------------------------
~3C.Weapons and Durability~
---------------------------------------------------------------------------
The only way to harm enemies is by attacking them with weapons. Every
weapon in the game is different than the other, and they all have specific
stats that you will need to pay attention to.
Weapon Name--All weapons have a name. Generally they will be some element
(like Iron or Silver) followed by the type of weapon. There are plenty of
exceptions for more powerful weapons which have unique names, such as the
Wo Dao sword. Get to know weapon names so you are aware if the weapon is
powerful or not.
Weapon Experience--Whenever a weapon is used you earn Weapon Experience
(using staves of any kind adds to Staff Experience too, though). Each
weapon gives out a certain amount of weapon experience when used. On the
unit status screen the second page shows the current weapon level of each
unit. A unit can only use weapons that are equal to or less than their
current weapon level. For instance, Edward with a C in swords can't wield
an A Rank Silver Sword, but he can wield C, D, and E rank swords. The
second page of the unit status screen shows a green bar behind each weapon
rank. This is the current weapon experience. When it fills up, weapon rank
will increase for the unit. When the letter flashes green, the weapon rank
is maxed out for the character.
Rank--From E to SS. A unit can only wield a weapon if the rank of the
weapon is equal to or lower than their current weapon rank. The exception
is laguz--their weapon rank, when it increases, strengthens their only form
of attack.
Might--The base attack power of the weapon. Add this with the unit's
Strength (or Magic if using a spell or a weapon that uses the Magic stat)
to calculate base damage done to the enemy. Subtract the foe's Defense
(or Resistance if using a magic attack) to find the damage you would do to
the foe. Obviously, stronger weapons result in more damage.
Hit--The base percentage of the attack hitting the foe. The final
hit percentage is based off a variety of factors, such as terrain the enemy
is standing on, biorhythm, supports nearby, and other things. The higher
your percentage when facing a foe, the more likely you are to hit them.
Critical--The base percentage of landing a critical hit. Several stats are
added along with the base critical hit percentage to determine to final
probability of getting a critical (after being subtracted by the foe's
Luck stat). If you get a critical hit, you will deal three times as much
damage than usual.
Weight--The weight of the weapon. This has only once use--determining
Attack Speed. If the weight of the weapon exceeds the unit's strength, then
the unit's Speed recieves a penalty. For instance, if a weapon has a weight
of 10, and the unit has a Speed of 8 and Strength of 7, then the unit's
Attack Speed would be 5 (because the weight is three higher than the
Strength) instead of 8.
Range--The attack range of the weapon. Most weapon ranges are only 1,
meaning you can only attack when adjacent to an enemy. A range of 1~2 means
you can attack when adjacent to an enemy or when separated by one space
(or attacking diagonally). Use range to your advantage. Attack enemies who
don't have a range of 1 close to them, and attack enemies with only a range
of 1 from a distance to conserve HP.
Effect--Some weapons have bonus effects added on to them, such as having
a higher critical hit rate or dealing triple damage to certain types of
units. Use bonus effects to your advantage whenever possible.
-----------------
~Weapon Triangle~
-----------------
All weapons fit into a weapon triangle. If you go against a foe whose
weapon is weak against yours, you get an attack bonus and they will suffer
a penalty. The triangles are as follow:
Swords > Axes > Lances > Swords
Fire > Wind > Thunder > Fire
Anima > Light > Dark > Anima
**Anima is the trio of elemental magic (Fire, Wind, Thunder)
You do not need to follow the weapon triangle; infact, many people tend to
ignore it as the effects are minimal.
On Hard Mode the weapon triangle bonuses are disabled.
-------------------
~Weapon Durability~
-------------------
Almost every weapon in the game has a number attached to it in the form of
a fraction. The top number represents the amount of uses remaining in the
weapon. Every time you hit an enemy with a weapon, that number decreases
(however, for every magic spell used, regardless if it hits, the number
decreases. This works the same way for all staves, but if an attack staff
doesn't hit the foe the durability still decreases). That is called
Weapon Durability.
If the number hits 0, the weapon breaks and you can't use it anymore. The
only way to restore weapon durability is to use the Hammerne staff on the
weapon. However, the staff only has three uses, and the staff can't restore
itself. Be sure to keep buying new as necessary. Note that several weapons
have infinite uses. Go crazy with those weapons, as they tend to be the
best in the game.
---------------------------------------------------------------------------
~3D.Battle Calculations~
---------------------------------------------------------------------------
There are many calculations to keep in mind while in battle. You do not
need to memorize any of these, but if you are curious why your accuracy is
so poor, or anything else, then look here.
1.Doubling
If your Attack Speed - 4 is greater than or equal to the foe's Attack
Speed, you will double them. This means that you will attack twice against
that foe in one turn as opposed to once (or four times if you are wielding
a Brave weapon). Be aware the enemies are just as capable of doubling your
units.
2.Attack Speed
Speed - (Equipped Weapon Weight - Strength)
If the number in the parenthesis are negative, ignore it. The Attack Speed
in that instance would be merely the Speed stat. Try not to hinder your
Attack Speed--it is relied upon for doubling, avoiding, and other things.
3.Hit Percentages
Accuracy:Weapon Hit% + (2 X Skill) + Luck + Biorhythm Bonus + Support
Bonus + Weapon Triangle Bonus + Affinity Bonus + Leadership Bonus + Height
Bonus
Avoid:(2 X Attack Speed) + Luck + Biorhythm Bonus + Support
Bonus + Weapon Triangle Bonus + Affinity Bonus + Leadership Bonus + Height
Bonus + Terrain Bonus
Battle Accuracy:Accuracy - Enemy Avoid (Cannot be higher than 100% or lower
than 0%)
Weapon Hit%--The base hit percentage of the equipped weapon
Skill--The units' Skill stat
Luck--The units' Luck stat
Biorhythm Bonus--+10 if at Best, +5 if at Good, +0 if Normal, -5 if Bad,
-10 if Worst
Support Bonus--Bonuses two supported units give if within three spaces of
eachother. Bonuses differ depending on who the two supporters are
Weapon Triangle Bonus--+10 if effective against enemy weapon, -10 if
weak to it (Disabled on Hard Mode)
Affinity Bonus--+5 if unit has same affinity as the map's affinity
Leadership Bonus--(5 X Commander's Leadership Stars)
Height Bonus--+50 if on terrain higher than foe, -50 if lower than foe
Terrain Bonus--Differs depending on terrain
4.Damage Calculations
Base Damage:Strength or Magic + ((Weapon Might + Weapon Triangle Bonus) X
Effectiveness) + Support Bonus + Height Bonus
Defense:Defense or Resistance + Support Bonus + Terrain Bonus
Damage:(Base Damage - Defense) X Critcal Bonus
**Strength and Defense are used for all non-magic weapons. Magic and
Resistance are used for magical weapons.
Strength--Unit's Strength stat
Magic--Unit's Magic stat
Defense--Unit's Defense stat
Resistance--Unit's Resistance stat
Support Bonus--Bonuses two supported units give if within three spaces of
eachother. Bonuses differ depending on who the two supporters are
Weapon Triangle Bonus--+10 if effective against enemy weapon, -10 if
weak to it (Disabled on Hard Mode)
Height Bonus--+50 if on terrain higher than foe, -50 if lower than foe
Terrain Bonus--Differs depending on terrain
Critical Bonus--3 if a critical occurs, 1 if critical doesn't occur
5.Critical Hit Chance
Critical Percentage:Weapon's Base Critical% + (Skill/2) + Support Bonus +
Critical Skills
Dodge:Luck + Support Bonus
Battle Critical%:Critical Percentage - Enemy Dodge
Skill--Unit's Skill stat
Support Bonus--Bonuses two supported units give if within three spaces of
eachother. Bonuses differ depending on who the two supporters are
Critical Skills--Any Skills attached to the unit that boost the Critical
Percentage, whether they give a flat out % boost or increase the base
percentage based on the unit's current condition
6.Skill Activation Percentage
Activation Rate + Biorhythm Bonus
Activation Rate--View the Skills List for a list of every Activation Rate
Biorhythm Bonus--+10 if at Best, +5 if at Good, +0 if Normal, -5 if Bad,
-10 if Worst
7.Finding Hidden Items on the Ground
Skill + Class Bonus + Biorhythm Bonus
Skill--Unit's Skill stat
Class Bonus--+60 if unit is a Thief, Rogue, or Whisper
Biorhythm Bonus--+10 if at Best, +5 if at Good, +0 if Normal, -5 if Bad,
-10 if Worst
8.Weapon Rankings
All weapons give the unit Weapon Experience when used. Once you earn
enough weapon experience points, the Weapon Rank of the unit increases, the
experience resets to zero, and the process begins anew for the next rank.
Here's the Weapon Experience needed to increase in rank:
E to D--30 WExp
D to C--40 WExp
C to B--50 WExp
B to A--60 WExp
A to S--70 WExp
S to SS--80 WExp
---------------------------------------------------------------------------
~3E.Experience Points and Leveling Up~
---------------------------------------------------------------------------
You will level up every time you obtain 100 Experience Points. You earn
experience points every time you fight an enemy.
It's a bit more complicated than that, though. The experience you get from
attacking an enemy is dependant on your level compared to the foe. The
higher your level, the less experience you will earn. Conversely, the lower
your level the more experience you will learn. You will obtain nearly three
times as much experience by killing a foe rather than just damaging them.
You can only earn a maximum of 100 Experience Points per enemy. Bosses give
out far more experience when killed than any other enemy, so try to let a
low leveled unit kill the boss on a map if possible.
When you level up you will get increases in stats at random. All eight of
a unit's stats have a chance of increasing by 1 at each level up. Every
stat has a certain percentage on it as to whether or not it will increase.
As such, you will easily see increases in certain stats while others will
rarely increase. You are guarenteed at least one stat increase per level
up, however.
A unit reaches maximum level at 20. If a unit reaches level 21, they
promote and change classes. Promotions give large, fixed boosts to each
stat (except Luck), change the appearance of the unit, and sometimes give
additional movement to the unit.
There are three tiers a unit can reach. Most part 1 units start on tier 1,
while almost every other character in the game starts at tier 2. When a
unit promotes to tier 3, they will gain their Mastery Skill which, when
activated at random in battles, can easily kill a foe. Units cannot exceed
level 20 third tier. Several key units in the game cannot promote on their
own, instead promoting at predetermined points in the story.
---------------------------------------------------------------------------
~3F.Unit Stats~
---------------------------------------------------------------------------
If you push the button (or buttons) that brings up information on a unit,
you are viewing the Unit's Stats. On these pages you can view everything
you need to know about a unit. You can also view the pages of enemy units
if you wish.
~Page 1~
This page contains all the necessary battle stats of the unit. Current
level, amount of experience, and HP are at the top. The current stats are
at the bottom. The seven stats listed here are Strength, Magic, Skill,
peed, Luck, Defense, and Resistance. The top-right has battle information
on the unit. They are Base Attack Power, Attack Speed, Hit Percentage,
Avoid Percentage, Critical Percentage, Critical Dodge, Range of
currently equipped weapon, and the effect of it if there is one.
Below that is the unit's inventory. An "E" appears next to the equipped
weapon or staff if one is equipped.
~Page 2~
More personal data is listed on the left. Constitution (Cn) is used in
determining if the unit can shove or be shoved, Weight (Wt) also factors
in with the shoving, and the Move is how many spaces the unit can move per
turn. Affinity is used in support bonuses as well as map bonuses, Race is
either Beorc or Laguz, Travel is who the unit is rescuing or being resuced
by, and Condition is the current condition of the unit (nothing will appear
if unit is normal. Unit can be poisoned, put to sleep, etc.). The number
next to the condition is how many turns left until the condition
disappears.
On the right are the weapon levels. When the green bar fills up, the weapon
increases in rank. Most units can only wield one or two weapons. The
maximum weapon rank a unit can have depends on their class.
~Page 3~
On the left are the list of Skills the unit currently has equipped. Each
Skill takes up a bit of the unit's maximum Capacity (some Skills attached
to characters don't take any Capacity, but if removed and put back on the
unit will take up Capacity, so be careful).
On the right are the Support bonuses. The person the unit is supported with
is named here, and the bonuses appear if that unit is within three spaces
of their support.
~Page 4~
Associations are on the left. The army the unit belongs to, authority stars
(only on some commanders), the Commander of the army's name is listed, and
bonds to certain characters are listed.
On the right is the Biorhythm chart. With each passing turn the ball moves
up or down on the graph. Biorhythm affects certain stats for better or
worse depending on the location of the ball. There's no effect when it is
at Normal. At Good there's +5 to the stats, at Best +10, at Bad -5, and
Worst gets -10. The stats effected are accuracy, avoid, amoung other
things. Unless you use Heron galdr, you can't effect Biorhythm at all other
than ending turns and waiting for it to increase again.
---------------------------------------------------------------------------
~3G.Victory Objectives~
---------------------------------------------------------------------------
On each map you are, obviously, trying to win. To do so you will need to
complete an objective to clear the map. Some of them are simple, others can
be quite challenging given the circumstances. Some maps may have two
conditions. Victory is obtained by satisfying only one of the conditions,
however.
Rout--All you need to do is kill every single enemy on the map. Be aware
that on almost every map you will encounter several reinforcements as time
goes on, so try to kill every foe as quickly as possible.
Defeat Boss--Every map has a boss commander. When you are viewing the map
conditions (Start or + Button), the enemy commander is a pulsating red
dot. There is also a shield icon above their head when you can see them
on the map. When you kill the boss the chapter ends. Almost every boss will
never move from their starting position, but there are a few exceptions.
Arrive--A blue panel will be at one point on the map. Your objective is
to have any unit reach that panel and choose to "Arrive", clearing the map.
A boss is almost always guarding the Arrive square, so you'll have to kill
him and his cronies to get the chance to arrive. On certain maps only one
character is allowed to arrive at the square. On one map you will need two
specific characters on two Arrive spaces to clear the chapter.
Escape--A yellow glowing panel will be on the map. Have your commander
reach the tile and choose "Escape" to clear the map. You can, and should,
let everyone but the commander escape beforehand. For every unit other than
the commander that escapes you will earn Bonus EXP.
Seize--A red glowing will be at one point on the map, almost always guarded
by the boss. You need to have the commander walk onto the tile and choose
"Seize" to clear the map. Only the commander can seize the square--normal
units can't.
Defend for X Turns--On certain maps you will simply need to play hermit as
the computer gains an insane amount of reinforcements and swarms your small
army. You will need to defend a certain green flashing tile for the time
limit mentioned. After the time limit expires, so long as the computer did
not reach the tile, you clear the chapter.
Survive for X Turns--Simply put, you cannot satisfy any failure objectives
for the given time limit. Succeed and you clear the chapter.
Burn all Supplies--The objective for only one chapter. Have any unit stand
next to a group of supply crates and choose the "Burn" option. Repeat for
all of the crates to clear the chapter.
Defeat X Enemies--On certain maps all you need to do is kill a specified
amount of units. Once the amount has been satisfyed, the chapter will end.
X in Y Turns--Some maps will have you performing a task within a given
time limit, such as Rout in 12 Turns. If the time limit expires before you
complete your objective, you fail the chapter and must restart.
--------------------
~Failure Conditions~
--------------------
As there are conditions for victory, there are conditions for an instant
failure of the chapter.
Unit Dies--On every single chapter the commander cannot die. On some
chapters all units are not allowed to die or additional units may not be
allowed to die.
Expired Time Limit--If you need to complete a task within a certain amount
of turns, and fail to do so before the time limit expires, then you fail
the chapter.
Failure to Defend--On maps where you must defend a certain space or not
allow any unit to cross a specified line, you will fail instantly if any
enemy unit crosses the line or ends their turn on the space.
Defended Unit is Captured--Only a condition for one chapter. If a certain
unit gets captured by the enemy, and the enemy escapes off the map, you
fail the chapter. You can get the unit back by killing the enemy rescuee
before the time limit expires.
NPC Dies--One of the non-playable characters is killed. The most annoying
failure objective because you can't control these NPC's and it can be hard
to reach them before they get killed.
All Prisoners Die--There are NPC prisoners in one chapter. If all of them
are killed, you fail the chapter. Keep at least one alive to succeed.
---------------------------------------------------------------------------
~3H.The Base~
---------------------------------------------------------------------------
On chapter 1-4, and before almost every chapter thereafter, you will enter
the Base before beginning the chapter. At the Base you can do a variety of
things to boost the power of the members of your army, outfit their
weapons, manage Skills, and other things.
Items--You can rearrange the inventories of each character in your army
here. Any items you don't want anyone holding you can choose to send to the
storage convoy if you wish. You can pick it up later there if you want.
Shop--You have four options here. You can visit the Armory and purchase new
weapons of any kind (Swords, Tomes, anything you need). Visit the Shop to
purchase Staves, recovery items, and bargain items. The bargain items can
be anything--special weapons, items, and other things not available at the
regular Shop/Armory. Choose Sell Items to sell anything you don't want to
use anymore for cash. Because funds are limited in the game, sell anything
you don't need for much needed cash. Finally, you can Forge weapons (isn't
available if Daniel is not with the current army). You can forge any
weapon, customizing its Might, Accuracy, Weight, and Critical Percentage to
a certain degree. Forging is expensive, so make sure you have the cash.
Manage--You have two options here. You can deal out Bonus EXP to your
units and increase the levels and stats, or you can manage your army's
current Skills. In Radiant Dawn you can remove Skills from one unit and
give it to another (or sell it) instead of losing that Skill forever. Pass
out and remove Skills to your liking. Skills are not necessary, so you can
never "screw" anything up. Some Skills, such as Mastery Skills and Shove,
can't be removed.
Support--Establish Supports between two units. Every unit is only allowed
one Support, and it starts at a C rank and can rise to an A rank. You get
bonuses on the battlefield if two supported units are within three spaces
of eachother.
Info--Read conversations before you enter battle. If you leave the base and
come back during the battle preparation, you are unable to read any unread
Info conversations for the chapter. Conversations either have one, two, or
three stars, One and two star conversations add to the story. Three star
conversations give you an item at the end, or is important for an attack
between characters.
Library--You can review the Bonus Experience and MVP's of completed
chapters, view a list of terms spoken throughout the game, and a character
tree showing how characters are related to one another. Selecting a
character gives a brief description about them.
Save--Save the game.
End--Leave the base and begin the chapter.
---------------------------------------------------------------------------
~3I.Bonus Experience~
---------------------------------------------------------------------------
After every chapter you will earn Bonus Experience. At the Base you can
give this Bonus EXP to your characters to level them up. As their levels
increase, it requires more and more Bonus EXP to level them up. You won't
be getting much at the start of the game, but later on you will be getting
it by the thousands.
It takes about 500-1000 BEXP to level up first tier units, 1000-2000 BEXP
to level up second tier units, and 2000-3000 to level up third tier units.
When a unit is leveled up with Bonus EXP, they will gain three stats. It
will ALWAYS be three stats. The stats that get increased generally are not
random. The three or four stats that have the highest percentage of
increasing from a standard level up are usually the three that get picked.
However, Bonus EXP can be abused. If a unit maxes out several stats (and
many units do at around level 12-15), Bonus EXP can't increase those stats
any further because they're maxed out. Instead, other stats get increased.
As such, you can get increases in stats that would normally rarely
increase, such as Nephenee's Strength or Haar's Speed.
It is best to wait until a unit has capped at least one stat before making
extensive use of Bonus EXP. Generally, a unit has a good chance of getting
at least three stats increased from a normal level up. In the long run you
will be harming a unit by just increasing their levels with Bonus EXP (the
exception is laguz who all benefit greatly, and easily max out almost
every single stat, exclusively through Bonus EXP). Thusly, it's best to
save it up for a while.
Laguz units require different amounts of Bonus EXP to level up than beorc
units do. They require an amount somewhere between second and third tier
Bonus EXP requirements. In the end they require less than high level third
tier units do.
Bonus Experience earned from clearing chapters is important. You get a base
clear amount, but can add to that by finishing the map quickly, and doing
other things in the chapter (such as allow other units to escape before the
commander, keep certain NPC's alive, and so on). You also get Bonus
Experience for finishing a chapter quickly. There's a set amount of turns
you need to finish in for the maximum amount. For every turn after that the
Bonus Experience for time will decrease by about 10% each following turn,
so try to finish quickly on as many maps as you can.
---------------------------------------------------------------------------
~3J.Support Conversations~
---------------------------------------------------------------------------
At the Base you are capable of creating supports between two characters.
You can choose to have each character support with whoever else you want,
but you need to have formed basic trust before you can create a C rank
basic support by having the two supporters be on several maps together.
Once enough trust has been built, you can create a support bond between the
two characters. They will each gain stat bonuses on the map when they are
within three spaces of eachother. The bonuses depend on the affinities of
the two supporters. For best bonuses, create a support between characters
with the same affinity.
Once a support has been established, in battle the characters can walk up
to eachother and Converse. The supporters can Converse several times before
you need to increse their support rank. It takes several chapters where
both characters are on the map, and Conversations, before you can increase
the support rank. The maximum rank is an A, which gives the best bonuses.
The affinty bonuses are as follows; when two characters support, add up
the bonuses and that's what each character recieves. B ranks double the
bonuses, and A ranks triple it. So if two Earth affinity users supported,
they'd both have +15 avoid at a C rank, +30 as a B rank, and +45 as an A
rank (If any decimals occur, they get rounded up to the nearest whole
number).
Fire--Attack +.5, Hit +2.5
Water--Attack +.5, Defense +.5
Wind--Hit +.5, Avoid +2.5
Thunder--Avoid +2.5, Defense +.5
Heaven--Accuracy +9
Earth--Avoid +7.5
Light--Hit +2.5, Defense +.5
Dark--Attack +.5, Avoid +2.5
---------------------------------------------------------------------------
~3K.Skills~
---------------------------------------------------------------------------
There are a huge variety of Skills units can learn in the game. To learn a
Skill, merely have the scroll with the Skill on it and give it to a unit
at a Base, provided they have enough capacity for the skill. Mastery Skills
and Class Skills are marked with a lock next to the name, signifying that
they cannot be removed. Removable Skills are added to a units' inventory,
at which point you can use it to assign to a different unit if you wish.
--------------
~Class Skills~
--------------
These Skills are only available to certain classes. Units either start with
these or gain them upon promotion, and they cannot be removed or assigned
to other units.
Shove
Capacity--5
Info--If user's Cn is two or more higher than the unit adjacent to it, you
can Shove that unit one space ahead. Allied an enemy units alike can be
shoved. For foot units only.
Canto
Capacity--10
Info--If this unit has any leftover movement after attacking or using an
item, it can move the remaining spaces if it wishes, but cannot perform any
actions other than wait. For mounted units only.
Steal
Capacity--0
Info--Steal an item from an enemy. Can only steal non-equipped or locked
items. Thieves, Rogues, and Whispers only.
Critical +5
Capacity--0
Info--Increases critical hit percentage by 5. Myrmidons, Halberdiers, and
Reavers only.
Critical +10
Capacity--0
Info--Increases critical hit percentage by 10. Snipers, Swordmasters, and
Sentinels only.
Critical +15
Capacity--0
Info--Increases critical hit percentage by 15. Markmen only.
Critical +20
Capacity--0
Info--Increases critical hit percentage by 20. Trueblades only.
Critical +25
Capacity--0
Info--Increases critical hit percentage by 25. Assassins only.
-------------------
~Assignable Skills~
-------------------
Adept
Capacity--15
Activation--Speed%
Info--If activated, user gets two attacks instead of one. Can activate
twice if you double a unit, for a total of four possible attacks.
Aurora
Capacity--0
Info--Attacker recieves half the damage they infliced on the wearer unless
attacker has Nihil or is using Parity.
Beastfoe
Capacity--15
Info--User deals triple damage against Beast Tribe laguz.
Birdfoe
Capacity--15
Info--User deals triple damage against Bird Tribe laguz.
Blessing
Capacity--15
Adjacent allied units recover HP equal to this unit's Magic. Herons only.
Boon
Capacity--15
Info--Adjcent allied units have their negative conditions removed.
Blood Tide
Capacity--10
Info--Increases adjancent allies' Strength and Defense by 5. Red Dragons
only.
Blossom
Capacity--20
Info--Percentage of each stat increasing in a level up goes up by 10% (as
in, a stat with a 60% chance of increasing is now 66% since 6 is 10% of 60)
at the cost of earning half as much experience as usual.
Cancel
Capacity--10
Activation--Speed%
Info--Nullifies the foe's next attack
Celerity
Capacity--15
Info--Adds two movement to the holder.
Corrosion
Capacity--15
Activation--(Skill/2)%
Info--If activated, foe's equipped weapon loses durability equal to the
user's level (second tier level 13 would make the foe lose 33 uses on the
current weapon, for instance).
Counter
Capacity--10
Activation--Skill%
Info--When an enemy attacks, when this skill is activated the enemy
recieves half the damage they inflicted.
Daunt
Capacity--10
Info--All enemies within a three square radius have their hit and critical
percentages lowered by 5.
Disarm
Capacity--10
Activation--(Skill/2)%
Info--Enemy's weapon is de-equipped when activated.
Discipline
Capacity--10
Info--Doubles weapon experience earned. Beorc only.
Dragonfoe
Capacity--15
Info--User deals triple damage against Dragon Tribe laguz.
Flourish
Capacity--10
Info--User attacks at half power. Great for weakening enemies for weaker
units to kill.
Formshift
Capacity--0
Info--User stays transformed for the duration of the battle. For laguz
royals only.
Fortune
Capacity--20
Info--Enemy cannot score a critical hit.
Galdrar
Capacity--0
Info--Allows the user to chant a song of galdr, with varying effects. For
Herons only.
Gamble
Capacity--10
Info--If you choose to, you can reduce accuracy in half in order to double
your critical hit chance.
Glare
Capacity--30
Info--Choose to use this when adjacent to an enemy. If it works, foe cannot
move for the rest of the chapter. Nailah only.
Guard
Capacity--20
Info--If a Support partner is adjacent to this unit, when the wearer of
Guard is below half HP all attacks will be directed at the Support partner.
Howl
Capacity--20
Activation--Strength%
Info--Prevents enemy from moving for one turn if attacked indirectly. Beast
Tribe laguz only.
Imbue
Capacity--15
Info--Restores HP equal to the unit's Magic stat. Can't be put on Magic
users.
Insight
Capacity--0
Info--Accuracy +20, Vision +5 in Fog of War. Janaff only, cannot be
removed.
Maelstrom
Capacity--20
Activation--Skill%
Info--Deals damage equal to user's Strength when user is attacked
indirectly.
Mantle
Capacity--0
Info--Negates damage from all weapons not blessed by Yune. Negates all
enemy skills, negates chanes of a critical hit, and user recovers HP equal
to their Luck each turn.
Mercy
Capacity--5
Info--A fatal blow will always leave the enemy with 1 HP. Elincia only.
Miracle
Capacity--5
Activation--Luck%
Info--A fatal blow from an enemy will only deal half damage if activated.
Night Tide
Capacity--10
Increases adjacent allies' Defense and Resistance by 5.
Nihil
Capacity--20
Info--Negate's all enemy battle skills.
Nullify
Capacity--20
Info--Nullifies super effectiveness a weapon may have (such as a bow
against a Bird Tribe laguz).
Paragon
Capacity--15
Info--Doubles experience points gained.
Parity
Capacity--10
Info--On command, both the user and the foe will fight without any type
of bonuses from supports, weapon triangle, terrain, or skills.
Pass
Capacity-20
Info--User can move through enemies.
Pavise
Capacity--20
Activation--Skill%
Info--Nullifies all damage made by enemy.
Provoke
Capacity--10
Info--Enemies are more likely to attack this unit rather than other nearby
units.
Quickclaw
Capacity--20
Activation--Speed%
Info--Deals damage, equal to unit's Strength, if the wearer is attacked
indirectly.
Renewal
Capacity--15
Info--Unit restores 10% of their total HP each turn.
Resolve
Capacity--15
Info--When HP is below 50%, Skill and Speed and mutlipled by one and half
times.
Sacrifice
Capacity--0
Info--When next to an allied unit you can heal them with Sacrifice. User's
HP is lowered and transferred to ally being healed. User's HP cannot go
below 1. Micaiah only. Cannot be removed.
Savior
Capacity--10
Info--Skill and Speed are not affected when rescuing a unit.
Shade
Capacity--10
Info--Enemies are less likely to attack this unit. Beorc only.
Shriek
Capacity--20
Activation--Luck%
Info--Reduces enemy's Luck to 0 when attacked indirectly.
Smite
Capacity--15
Info--User can shove units two spaces instead of just one.
Stillness
Capacity--25
Info--Enemies are less likely to attack this unit. Beorc only.
Vantage
Capacity--10
Activation--Speed%
Info--Get the first strike even if enemy attacks first.
Vigilence
Capacity--0
Info--Avoid +20, Dodge +20. Ulki only, cannot be removed.
White Pool
Capacity--10
Info--Increases adjacent allies' Magic and Speed by 5.
Wildheart
Capacity--15
Info--User can transform at any time. However, stats are multiplied by 1.5
when transformed instead of doubled. Experience gain is also halved. For
laguz only (can't be given to Herons, however).
Wrath
Capacity-15
Info--When user's HP is below 30%, critical rate increases by 50%.
----------------
~Mastery Skills~
----------------
These skills are automatically obtained when a unit reaches tier three.
They cannot be removed or reassigned. For laguz, they can be learned when
the unit reaches level 30 and a Satori Sign gets used.
Aether
Capacity--30
Activation--(Skill/2)%
Info--Attack using Sol and then Luna in one powerful attack. The triple
strength aspect of these moves does not take affect. Vanguards only.
Astra
Capacity--30
Activation--(Skill/2)%
Info--Attack five consecutive times. Trueblades only.
Bane
Capacity--30
Activation--(Skill/2)%
Info--Reduces enemy's HP to 1. Doesn't work on all enemies. Whispers only.
Colossus
Capacity--25
Activation--Skill%
Info--Triples damage dealt. Reavers only.
Corona
Capacity--30
Activation--Skill%
Info--Negates Resistance and halves enemy's hit percentage for one turn.
Chancellor, Light Priestess, and Saints only.
Deadeye
Capacity--25
Activation--(Skill/2)%
Info--Triples damage dealt and inflicts sleep condition. Marksman only.
Eclipse
Capacity--30
Activation--Skill%
Info--Strength is multiplied by five and negates enemy Defense. Black
Knight only.
Flare
Capacity--30
Activation--Skill%
Info--Negates enemy Resistance and user recovers HP equal to damage
inflicted. Summoner, Empress, and Archsages only.
Impale
Capacity--30
Activation--Skill%
Info--Deal four times as much damage as usual. Sentinels only.
Ire
Capacity--30
Activation--Skill%
Info--Triples damage dealt. Red, White, and Black Dragons only.
Lethality
Capacity--30
Activation--(Skill/2)%
Info--Instantly kills enemy. Doesn't work on all foes. Assassins only.
Luna
Capacity--30
Activation--Skill%
Info--Triple Strength and negate enemy Defense. Marshall's only.
Rend
Capacity--30
Activation--Speed%
Info--Strength is multiplied by five and enemy is stunned for the rest of
the turn. Cats only.
Roar
Capacity--30
Activation--Strength%
Info--Triples strength and enemy is stunned for the rest of the turn.
Tigers and Lions only.
Savage
Capacity--30
Activation--Skill%
Info--Triples strength and lowers foe's Skill and half for one turn.
Wolves only.
Sol
Capacity--30
Activation--Skill%
Info--Triples damage dealt and user recovers HP equal to amount of damage
inflicted. Valkyrie, Silver Knight, and Gold Knights only.
Stun
Capacity--25
Activation--Skill%
Info--Triples damage dealt and stuns enemy for the remainder of the turn.
Queen, Seraph Knight, and Dragonlords only.
Tear
Capacity--30
Activation--Speed%
Info--Triples Strength and halves enemy's Speed for remainder of the turn.
Bird Tribe laguz only.
---------------------------------------------------------------------------
~3L.Laguz Units~
---------------------------------------------------------------------------
There are two races of units in the game. The beorc use weapons, while the
laguz don't wield weapons, instead transforming into powerful beasts
capable of ripping through enemies.
Laguz units can't transform at will, however. They have to wait for their
transform meter to fill up to 30. Once it does, choose "Shift" after you
move the unit to make them transform. Laguz are only capable of attacking
while they are transformed, however they can counterattack while
untransformed (base damage done is their Strength).
When transformed, every stat except HP and Luck gets doubled, making the
majority of these units complete powerhouses. The only problem is that when
transformed, laguz get very little experience per kill. They get a ton,
however, just for dealing a few points of damage when untransformed.
However, their Speed and Defense is horrible untransformed, so if you are
not careful, they will easily get killed.
All laguz have weaknesses, too. Beast Tribe laguz are weak to Fire magic,
Bird Tribe laguz are weak to bows, crossbows, and Wind magic, and Dragon
Tribe laguz are weak the Thunder magic. Be careful. Their weaknesses can
only be exploited while transformed, however.
You can choose to make the unit untransform at any time, and if you don't
then they will shift back to their human form once the meter empties. The
meter empties a little each turn, as well as after each attack. Here's how
much the meter fills per turn, fills after each battle when untransformed,
empties per turn and per battle for each type of laguz:
Cat--Fills 10 per turn and 15 per battle, empties 5 per turn and 4 per
battle
Tiger--Fills 8 per turn and 15 per battle, empties 4 per turn and 3 per
battle
Wolf--Fills 6 per turn and 10 per battle, empties 4 per turn and 3 per
battle
Lion--Fills 5 per turn and 10 per battle, empties 3 per turn and 2 per
battle
Hawk--Fills 8 per turn and 15 per battle, empties 4 per turn and 3 per
battle
Raven--Fills 6 per turn and 10 per battle, empties 4 per turn and 3 per
battle
Red Dragon--Fills 5 per turn and 6 per battle, empties 2 per turn and 1
per battle
White Dragon--Fills 4 per turn and 5 per battle, empties 2 per turn and 1
per battle
Dragon Prince--Fills 5 per turn and 6 per battle, empties 2 per turn and 1
per battle
Reyson--Fills 4 per turn and 10 per battle, empties 5 per turn and 6 per
battle
Leanne--Fills 3 per turn and 8 per battle, empties 5 per turn and 8 per
battle
Rafiel--Fills 3 per turn and 6 per battle, empties 5 per turn and 8 per
battle
The only laguz that cannot attack are the Herons Reyson, Leanne, and
Rafiel. Instead of attacking they can sing Galdrar that can help your army.
They learn new songs at level 15, 20, 30, and 40 and all begin with Vigor
which allows any allied unit in adjacent to them (unless otherwise noted)
to move a second time on your turn.
As a final note, laguz units benfit greatly from stuffing them with Bonus
Experience. They will easily cap most stats by this. Also, their attack
runs off the Strike weapon level. It starts at an A rank for non-royal
laguz and increases after many attacks. Each time it increases the laguz's
weapon increases in strength.
---------------------------------------------------------------------------
~3M.Difficulty Levels~
---------------------------------------------------------------------------
There are three difficulty levels to choose from when you start a new game.
You have Easy, Normal, and Hard (which is unlocked after beating the game
once). All of them vary a bit differently than the other.
Easy Mode--Best suited for players new to the series or with limited Fire
Emblem experience. Several chapters have different victory requirement, and
every chapter has far fewer enemies and reinforcements in it than on Normal
and Hard. Enemy levels are lower, and experience earned is twice as much as
on Normal. Bonus Experience needed per level up is 2/3rd what is required
in Normal.
Normal Mode--Best suited for players familiar to Fire Emblem, or those who
want a decent challenge on their first playthrough. Chapters have a decent
amount of enemies on them (far more than Easy, and there are also far
more reinforcements). Experience earned is standard, as well as the Bonus
Experience required per level up. Enemy levels are generally close to your
team's to provide a fair challenge.
Hard Mode--Best suited for players who want to get their asses handed to
them a million times over. This difficulty is NOT for the faint of heart.
Those with little experience in the series will find this difficulty over
the top (note that this is exactly the same as the Japanese Maniac Mode).
Enemies give out very, very little experience. Bonus Experience earned
after each chapter is cut in half compared to Easy and Normal. Bonus
Experience required per level up is twice as much as compared to Normal.
You cannot view the attack range of any enemies of the game, the weapon
triangle is taken out, enemy levels are almost always higher than yours,
their stats are usually substantially high, the Guide is taken out, you get
no Battle Saves, and your probability of Murphy's Law screwing you over is
increased ten-fold. Don't attempt this difficulty unless you think you can
stand the pain and torment it is going to give you.
Oh, and good luck with the Dawn Brigade chapters. Muhahaha!
---------------------------------------------------------------------------
~3N.Path of Radiance Transfer Data~
---------------------------------------------------------------------------
When you begin a new game you can import clear data from Path of Radiance
if any saved clear data is on an inserted Memory Card. You will get
bonuses for characters if you import the clear data.
If a character maxed out a stat, in Radiant Dawn that same character will
begin with an additional two points on their starting stat. If they maxed
out HP, though, they begin with an additional five HP. Weapon levels are
also carried over to an extent. If you have an S rank in a weapon, 160
Weapon Experience points are transferred to the unit. If you had an A rank,
120 WEXP will be given. If you had a B rank, 80 WEXP, and a C rank gives
40 WEXP. This only applies to weapons a unit starts with in Radiant Dawn.
If you got Titania's Lance level to an S rank in Path of Radiance, it is
all moot because Titania doesn't start with lances in Radiant Dawn.
There are several exceptions. Sothe's stats will directly transfer over to
Radiant Dawn only if the stat is better than his starting stat in Radiant
Dawn. The exception to this exception is his Resistance. Sothe's Resistance
cap in Radiant Dawn is lower than in Path of Radiance. So if you got his
Resiatance between 16-20, then it will be made 15 in Radiant Dawn.
Danved's stat bonuses will be trasnferred to Devdan in Radiant Dawn. Well,
as he says, "Devdan is most certainly not Danved".
Because Largo isn't in Radiant Dawn, his bonuses are transferred to Calill.
Calill also recieves her transfer bonuses as well, so she can end up
starting with 10 additional HP and +4 to all of her stats.
Stat transfer for each unit ONLY occurs if the stat was maxed out, and if
the unit reached level 20/20; meaning they were at level 20, second tier.
If they weren't, the unit can't recieve the transfer bonus.
Any support conversations made in Path of Radiance are transferred to a
library in the Extras section.
DELETE ALL EASY MODE SAVE FILES IN PATH OF RADIANCE BEFORE ATTEMPTING A
TRANSFER! SERIOUSLY, DELETE THEM ALL.
This can't be stressed enough. If you have an Easy Mode save filed, whether
it's on the Epilogue or not, you MUST delete it. If you don't, your Wii
will freeze when you attempt to make a data transfer. This is a common
glitch amoung the North American editions of the game (although, to my
knowledge, it may not be occurring as much with newer editions of the
game). The only way to fix it is to mail your game to Nintendo and recieve
a replacement disk. So, yeah, Normal and Hard PoR files only.
And remember, this is optional. It's only +2 to a stat, and +5 for HP, so
you don't miss a whole lot if you didn't play Path of Radiance or didn't
attempt for a ton of maxed out stats.
For those curious on what characters that are amazing in Radiant Dawn that
you should try to max stats out for a data transfer, here's a personal list
of who you should go for. I advise only trying for seven or eight of
these. It'll save your some sanity from constant resetting for RNG abuse:
Ike, Jill, Haar, Nephenee, Shinon, Titania, Oscar, Gatrie, Ranulf, Soren,
Boyd, Mia
Those units are some of the best in Radiant Dawn (well, at least the best
that are also in Path of Radiance). Take your pick. Of course, that's just
my opinion. Go ahead and train up whoever you wish. You're not limited to
one specific team in either game.
---------------------------------------------------------------------------
~3O.Outsmarting the Computer~
---------------------------------------------------------------------------
Finally, and possibly most important, is the computer itself. The computer
controls every enemy unit, and one of the keys to victory is understanding
how the computer works and outsmarting it at its own game.
Firstly, you need to understand what the computer tends to do. The most
basic thing you will find is that it will always attack a unit that cannot
counterattack. Normally the computer will run for whoever it can deal the
most damage to, but more often then not it will attack someone who can't
counterattack. If Boyd is at 1 HP and wielding a Hand Axe, while Ike is
next to him and wielding a Steel Sword, an enemy mage will likely attack
Ike in this case because he can't counterattack from a distance. Thusly
whenever it is impossible to get a unit healed, try sending a high HP unit
that is near enemy units that can attack it without fear of being
counterattacked. It can distract the enemy long enough to heal your
weakened unit.
Second, note that many units are set to move towards you at the beginning
of the chapter. Others will never move unless you enter their attack range,
and others still will never move under any circumstance (but they will
attack you if you are standing next to them, or within range of their
ranged weapon). Abuse that fact to walk around enemies you don't want to
fight, or to make sure to only get the attention of as few enemies as
possible. If a single unit gets swarmed by enemies, it is likely they will
die.
Third is abusing a factoid of the first rule. Computers will ignore almost
anything you do to attack a unit that doesn't have a weapon equipped.
"Sure, Mist is sitting alone and she doesn't have the Defense to survive
an attack from me, an Axe General...but wait! Ike isn't equipped with a
weapon? That must mean he's weak!" That's what the computer tends to think.
They will usually ignore you, unless terrain or skills forces the enemy to
attack an armed unit, ot attack the unarmed character. Use units with high
HP and Defense to further distract enemies.
Fourth is absuing patterns of some enemies for maximum experience output.
If you weaken an enemy somewhat close to a healer, don't kill them. Let
them get healed and attack them on the next turn. You can continue getting
experience, and they will continue to run and get healed. This also works
on bosses who are standing on a tile that heals them every turn, or that
have a skill that heals them each turn. It's boss abuse, and is a bit time
consuming, but you can always spend a few minutes mindless attacking a foe
to squeeze as much experience out of them as possible. Also valuable on
Hard Mode.
Finally, always be aware of enemy reinforcements. They do not consistently
follow the previous four rules. They will always move towards your army and
pick off whoever they want to attack. If you cannot kill all of the
reinforcements, making it impossible for a weak unit to survive their
attack, then improvise. Block off the weak unit with strong units, rescue
it (preferably with someone who has the Savior skill), or wall off the
enemies to the point where they can't reach the weakling on their turn, and
instead will opt to attack you. Improvising is key in Fire Emblem. If one
plan falls through, you'll need to quickly think of another to keep your
team alive. Don't overlook even the stupidest of ideas! Even the bizarre
ideas with little hope of success can be pulled off if you position your
units right, and get a few lucky hits against RNG odds. Don't give up!
===========================================================================
~4.Radiant Walkthrough~
===========================================================================
And now the walkthrough of each chapter in the game. The beginning info of
each chapter contains the amount of units you are capable of having on the
map at the beginning (forced units are noted), the beginning amount of
enemy units, enemy reinforcements (the amount, location, and turn each wave
of them appear), Bonus EXP that can be earned, and victory conditions
(conditions that are different on Easy Mode will be noted). Just remember
that if you're on Hard Mode, divide the Bonus EXP by two and that's what
you will recieve.
After that will be a list of recruitable characters, if any, and then the
description of how to get through the chapter. Afterwards are tips for what
to do on Hard Mode, and finally brief notes on new characters. You can view
more detailed descriptions and stats in the Character Guide section.
---------------------------------------------------------------------------
~4A.Part 1 Overview~
---------------------------------------------------------------------------
In Part 1 you are in control of the Dawn Brigade as they attempt to
liberate Daein from Begnion's occupance. These chapters are amoung the
hardest in the entire game. You are stuck with mostly awful, low level
units who all die in one or two hits, against many units that, well, flat
out kill you quickly.
Don't believe me? You get an absurd amount of Jeigans (overpowered units
that should only be used as walls or to weaken enemies for the rest of your
team to mooch kill) throughout Part 1, but don't overuse them. Obviously,
the rest of your team will suffer in levels. Also, most of the Jeigans
will leave after Part 1, and that'll be problematic if you abused them.
Use them sparingly.
Despite the fact they aren't overpowered, you do get a decent amount of
well-leveled units in Part 1. The problem is that the majority of them
suck. Really, really badly. I'll make note of which units are worthwhile to
keep, and which ones you should bury as nothing more than supply caddies.
Overall, if you can get through Part 1 without breaking your Wii in
frustration, you'll be able to survive the rest of the game.
---------------------------------------------------------------------------
~4B.Part 1 Prologue; Under Gray Skies~
---------------------------------------------------------------------------
Victory--Rout enemy
Defeat--Any ally dies
Player Units--3 (Micaiah, Edward, Leonardo)
Enemy Units--8 (4 on Easy)
Enemy Reinforcements--None
Bonus Experience--40 Clear, 20 Speed (10 turn time limit)
Items--Herb (enemy drop)
You'll be facing only a few enemies in this chapter. Most of them will not
move until you enter their attack range, so check that frequently. Don't
forget to Battle Save whenever you feel necessary.
You'll need teamwork to get this chapter done without getting anyone
killed. Lure enemies near you with Edward, then have Micaiah weaken them.
Have Edward kill them. Edward has good avoid at the moment, so he will
dodge almost everyone's attack.
When you reach the center of the map, Leonardo will arrive at the starting
point. You may think he's a decent archer at the moment, but if you start
training him you will quickly realize he's pretty bad. Try not to let him
get much experience in this chapter.
Be careful with the boss in the top-right corner. He will move to attack
you, and he's far stronger that his cronies. Lure him with Edward (use
healing items to keep him at full health), then bash him with Micaiah and
Leonardo on the following turn. With everyone killed the chapter will end.
Hard Mode Notes--This time around you'll want Micaiah to get all of the
experience. Edward and Leonardo are worthless on Hard Mode, but at least
Micaiah can be a decent healer when she promotes. Remember to never let
Micaiah be exposed to enemies because the majority of them can kill her in
one shot. Keep Edward healed (you can abuse Sacrifice for more experience
on Micaiah), and you should be able to get through the chapter. Use
Leonardo to weaken units, including the boss. Lure him out to a spot where
all three of your units can attack him to kill him in two turns (one turn
spent him attacking Edward, the next is all three of your units killing
him).
~New Units Obtained~
Micaiah--40% HP; 15% Strength; 80% Magic; 40% Skill, 35% Speed, 80% Luck;
20% Defense; 90% Resistance
Micaiah has the chance of either becoming a horribly awful unit, or a godly
one. Her growths are high in her key stats of Magic and Luck, but with
awful Speed, Defense, and HP, a single attack from anyone will kill her.
With such awful Speed, she'll likely be doubled by every foe starting with
the third or fourth chapter. Since you're forced to use her, keep her
protected and have her weaken or mooch kill enemies for experience. She can
be pretty useful when she reaches high levels.
Edward--85% HP; 60% Strength; 5% Magic; 65% Skill, 60% Speed, 50% Luck;
35% Defense; 20% Resistance
Edward can be a great unit for the Dawn Brigade. He'll easily max out his
HP and Speed within a decent amount of levels, allowing for a little Bonus
Experience to pump up his lacking Defense. Once he promotes to second tier,
he'll become extremely powerful and can take down most foes in his way
while dodging a ton of the attacks thrown at him. His high avoid is good--
it makes up for his crappy Defense.
Leonardo--60% HP; 40% Strength; 15% Magic; 75% Skill, 35% Speed, 65% Luck;
35% Defense; 55% Resistance
Leonardo is a horrible archer, and a unit you shouldn't put much effort in
using in the Dawn Brigade. With horrible Strength, Speed, and Defense
growths, he'll quickly become a liability on your team and will have an
inability to kill anything, let alone do much damage to them. He's useful
in the first few chapters to weaken enemies, but past that just ignore
him.
---------------------------------------------------------------------------
~4C.Chapter 1-1; Maiden of Miracles~
---------------------------------------------------------------------------
Victory--Escape in 10 turns (Defeat boss on Easy)
Defeat--Any ally dies, 10 turns complete (only on Normal/Hard mode)
Player Units--4 (Micaiah, Edward, Leonardo, Nolan)
Enemy Units--11 (8 on Easy)
Enemy Reinforcements--Two at where you start at the end of turn 7
Bonus Experience--80 Clear, 40 Speed (7 turn time limit)
Items--Vulnerary (house), Hand Axe (house), Steel Sword (boss drop)
Nolan joins the Dawn Brigade on this chapter, and he is an amazing unit. He
starts at level 9, quite higher then the rest of your team, yet regardless
give him the majority of the experience if you can. He's one of the most
reliable Dawn Brigade units.
Have Leonardo visit the house on the left for a Vulnerary. Move Nolan
north and have him attack the soldier blocking the entrance to the church,
while Edward stands to the right of him and takes down to two enemies on
the right.
Micaiah should follow behind and kill any enemies that barely survive the
attacks. You'll want Micaiah to level up a bit. Remember to not dawdle
around too much--that ten turn time limit can expire pretty quickly if you
don't pay attention.
Keep everyone healed. When you make your way towards the boss, several
enemies are likely to move towars you (the two on the escape spaces will
never move, though. Just beware of the one on the right with the ranged
Hand Axe). A lance soldier, two axe wielders, and an archer await. The
archer is the prime threat, so take him out quickly.
Abuse Battle Saves. You can't be too cautious at this point in the game
with weak units like these. Have Nolan take on the boss, and have Micaiah
weaken him as well. You don't need to kill the boss, but the experience is
worth it. You can kill the enemy on the right that is also on an escape
panel. Have Micaiah escape to clear the map. You won't get any Bonus
Experience on this chapter from having others escape first, however.
Hard Mode Notes--Let Nolan swipe every kill. Nolan (along with Jill or
Zihark) are the best Dawn Brigade units you'll get. Swap Paragon between
the trio later on and when they promote you'll find yourself having an
easier time. Mind you, not much easier, but things will calm down. Just
pray you don't get Strength screwed with Nolan. As long as Nolan can dish
out a ton of damage and not get doubled or killed quickly, he's doing
great. Let him soak up that experience. Have Micaiah weaken enemies when
possible, avoid getting her killed, and escape on around turn 8 or 9 when
most enemies should be dead.
~New Units Obtained~
Nolan--60% HP; 45% Strength; 20% Magic; 70% Skill, 60% Speed, 60% Luck;
35% Defense; 40% Resistance
Nolan is a great member of the Dawn Brigade, and will be your major
powerhouse throughout your time of using the group. He can get Strength
screwed, but his high HP and Speed will often make up for it by the time
that he promotes. Let him get experience by weakening units for lower
leveled units of the Dawn Brigade to kill, and you'll be all set.
---------------------------------------------------------------------------
~4D.Chapter 1-2; The Dispossessed~
---------------------------------------------------------------------------
Victory--Laura arrives (Rout enemy on Easy)
Defeat--Any ally dies
Player Units--5 (Micaiah, Edward, Leonardo, Nolan, Laura)
Enemy Units--15 (11 on Easy)
Enemy Reinforcements--Two at your starting position at the end of turn 7
Bonus Experience--120 Clear, 60 Speed (10 turn time limit)
Items--Thani (chest), Wind Edge (chest), Steel Bow (enemy drop), Energy
Drop (chest)
Now Laura joins the team. She's the Dawn Brigade's only healer, so she will
be extremely valuable. Keep her alive at all costs! You can cheaply get
experience with her an Micaiah--have Micaiah use Sacrifice to hurt herself
and heal an ally (and get some experience), then have Laura heal Micaiah to
get experience herself. It works fantastically.
Now, for the chapter itself. You need to have Laura reach the blue tile
up north to clear the map, but why not get all the experience the level has
to offer? Have Edward move to the enemy up north. You can climb gaps in
levels like so. They cost two movement points instead of one, so pay close
attention. Don't attack him unless he has enough Defense and HP to survive
the foe's attack on the Enemy Phase. Down south, have Micaiah attack the
southern enemy and have Nolan kill him.
You'll notice Sothe appear briefly, opening a door. We'll get back to him
soon. On the second turn, have Edward kill the foe that attacked him, have
Micaiah and Nolan kill their enemies down south, then start moving
everyone towards Edward. The enemies around the boss could climb down the
gap and attack you, but they won't.
At the start of the third turn you will get control of Sothe. He is already
second tier, and his high stats prove it. Don't use him too much because
he'll get next to no experience from enemies. Move him south to meet up
with the rest of the group. You can find an enemy with a Javelin guarding
a ledge in the southwest corner. Use Nolan with a Hand Axe, Leonardo, or
Micaiah to kill him. Then have Sothe raid the chests and kill the remaining
enemy down there. You need to get Thani, and uber Light tome, and give it
to Micaiah. Wind Edge is a ranged sword that Edward can use to great
effect.
With all of the threats out of the way, have Laura head for the arrive
panel. First, try and get all the experience out of the remaining foes.
Have Sothe and Nolan go weaken up the foes, then have Micaiah destroy the
boss, or at least severely weaken him, with Thani. Thani does insane damage
against armored foes and foes on horseback. With everyone killed, go have
Laura arrive. Make sure to have Sothe grab the important Energy Drop in the
chest next to the boss.
Hard Mode Notes--Take your time with the chapter. Again, have Nolan power
through it and get all of the experience. Use Sothe for assistance in
weakening enemies, or killing direct threats to Nolan and the rest of the
team. Give Micaiah mooch kills every now and then, and be sure to take
your time. Kill the reinforcements if they actually manage to catch up to
you. Kill the boss with Micaiah if you can, but there's no need to risk it.
~New Units Obtained~
Laura--45% HP; 20% Strength; 70% Magic; 70% Skill, 70% Speed, 50% Luck;
20% Defense; 35% Resistance
Laura's one and only purpose is to be a healer for the Dawn Brigade. If she
gets attacked, she'll likely die in one shot. Keep her behind units just
like Micaiah. You don't have much of a choice of using her--buying healing
items is too expensive, and having the ability to heal at the start of a
turn and having the healed unit then go out attacking is very useful.
Sothe--30% HP; 60% Strength; 20% Magic; 80% Skill, 45% Speed, 65% Luck;
20% Defense; 30% Resistance
Sothe starts promoted, and he'll easily be killing every enemy that dares
to touch him. Definately don't overuse him. Merely use his low-power
knives to weaken foes. His stats will quickly catch up with him and Sothe
eventually becomes a very mediocre unit that has crappy avoid and low
power and Defense.
---------------------------------------------------------------------------
~4E.Chapter 1-3; A Faint Light~
---------------------------------------------------------------------------
Victory--Escape (Defeat boss on Easy)
Defeat--Any ally dies
Player Units--7 (Micaiah, Edward, Leonardo, Nolan, Laura, Sothe, Ilyana)
Enemy Units--19 (13 on Easy)
Enemy Reinforcements--Three on the middle-right on the end of turn 1, 2 at
the starting point at the end of turn 6, two on the middle-right at the
end of turn 8, two at the southwest corner at the end of turn 10, two at
the starting point at the end of turn 11
Bonus Experience--160 Clear, 80 Speed (10 turn time limit), 200 per
surviving partner unit (Easy mode only), 25 per Player unit escaping before
Micaiah, 100 per partner unit escaping before Micaiah
Items--None
This is a difficult chapter. Battle Save often at the beginning of most of
your turns. Have Edward head for the enemy off to the right, and send Nolan
and Sothe a few spaces down to the left. Keep Nolan healed, and wait for
Aran to appear at the end of turn 1. He'll move to attack you, but don't
kill him. Have Laura talk to him and he'll join your team. He's useful as
a wall with his high Defense, but otherwise isn't that great of a unit and
a bit of an experience hog with no signs of great results.
Kill off the remaining reinforcements, then regroup. Keep everyone at the
starting point so you can kill the reinforcements up there on turn 7. Once
they are dead, have Nolan, Edward, and Sothe move south. Keep Laura behind
them, but make sure your three attackers are always walling off possible
enemy strikes. Kill more reinforcements along the middle-right, but be
sure to remain out of the boss's range while doing so. You'll easily take
damage (and attract the attention of an archer that tends to not attempt to
attack you), so heal up everyone before moving further south.
Have Nolan with a Hand Axe, or Sothe, lure out the boss. He has a ranged
weapon, so be careful. Weaken him with Sothe and Nolan, avoiding attacting
the attention of too many foes, and kill him with Micaiah. Be sure to send
two strong units back to the starting point to kill the reinforcements that
appear there at the end of turn 11. Those are the last reinforcements,
thankfully, so after them you can go around killing everyone else on the
map.
Have Micaiah aid in killing the armored knights, then have Nolan, Edward,
and Sothe go around and kill the remaining units. Keep Laura close by
incase someone gets critically injured. Have Micaiah order the yellow units
to target the Escape tile to earn Bonus Experience for their escape. Then
have everyone else escape, and finall Micaiah for the most Bonus
Experience. Kill the longbow user first. Try not to get within his three
space range, then kill him with Sothe or Nolan.
Hard Mode Notes--Probably the hardest chapter in Hard Mode. The sheet
crappiness of the Dawn Brigade in comparison to the units on the map is
insane. First, wait at the starting area until turn 12 so you can kill
every reinforcement. After that, hand every healing item to Nolan and
Sothe. They will be taking a lot of damage, and you want all of the
experience to go to them. Once the boss is dead, slowly creep around the
map counterclockwise and kill everyone, preferably with Nolan so he can
reap the benefits of leveling up several times. Always keep Sothe and Nolan
at full health and don't take any unneccessary risks. Make everyone escape
before Micaiah for the Bonus Experience, then finish the map.
~New Units Obtained~
Aran--50% HP; 75% Strength; 10% Magic; 75% Skill, 35% Speed, 35% Luck;
70% Defense; 25% Resistance
Aran is a great wall for the Dawn Brigade. He is crappy Speed, so he'll
likely get doubled by foes constantly. With high Defense and decent HP, he
can absorb damage pretty well and deal out a little but himself. Makes a
good distraction, and once promotes can really become a huge help. Some
Bonus Experience, after he caps Speed, Skill, and Defense, will skyrocket
his Speed. He can become an insane unit given some time.
Ilyana--55% HP; 45% Strength; 50% Magic; 60% Skill, 30% Speed, 40% Luck;
30% Defense; 50% Resistance
Ilyana herself isn't a bad unit, but the fact Thunder magic has been nerfed
is what makes her horrible. It's now heavy, explaining why Ilyana needs the
high Strength growth. Thunder magic is very weak and has horrible accuracy,
so bench Ilyana just for that. Also, she leaves the Dawn Brigade after Part
1 ends, so don't focus on using her.
---------------------------------------------------------------------------
~4F.Chapter 1-4; A Distant Voice~
---------------------------------------------------------------------------
Victory--Rout enemy
Defeat--Micaiah or Sothe dies
Player Units--9 (Micaiah and Sothe forced)
Enemy Units--13 (8 on Easy)
Enemy Reinforcements--Two at the north stairs at the end of turn 4, two at
the north stairs at the end of turn 6
Bonus Experience--300 Clear, 150 Turns (10 turn time limit)
Items--Pure Water (chest), 3000 Gold (chest), Seraph Robe (chest)
You have access to the Base now. Recruit Meg from one of the Info
conversations if you wish, buy new weapons if you are running low, spend
some cash forging powerful ones--whatever you need to do, do it now. Once
you begin the chapter, you'll notice you are facing a group of laguz. They
are very powerful when transformed, but once their meter runs out, they
are nearly defenseless untransformed. However, you get a lot more
experience by killing them when transformed, so keep that in mind.
Now, you can choose what units you want on the map. Use only the units you
plan on using (Micaiah and Sothe will always be forced, and you should
pick Edward, Nolan, and Laura to heal). Position Nolan at the breakable
wall north of the starting point (check the top left corner of the screen
when putting the cursor in the wall--the one that reads "Endurance--40" is
breakable). A tiger will break it down and Nolan can kill it. Have Laura
keep him healed. The rest of your units should tackle the few laguz that
attack in the south.
I advise heading to the left at the start. It is easier to abuse the
chokepoints to lure only one enemy down to you at a time. Because no laguz
have two ranged attacks here, Micaiah can shine if you keep her protected.
Stand next to Healing Jars to recover a few HP every turn. Several
reinforcements will appear, but they aren't a huge threat.
At the northwest Healing Jar, have Sothe stand to the left of it. Keep
choosing to Wait there until he picks up the hidden Beastfoe scroll. This
deals triple damage to Beast Tribe laguz, but you need to equip at a Base.
This will come in handy in a later chapter, so keep it in mind. Be sure to
get all of the chests (if you need to, de-equip Sothe so he can't kill the
laguz that may attack him as he grabs the chests). Using your strong units,
you can easily finish this chapter.
Hard Mode Notes--Follow the same advice. However, just use Laura, Micaiah,
and Nolan to lead. Let Nolan get all of the experience, and keep him
healed. It's not very difficult if you power through with Nolan, having
Micaiah weaken a few every now and then.
~New Units Obtained~
Meg--60% HP; 35% Strength; 15% Magic; 40% Skill, 65% Speed, 75% Luck;
35% Defense; 50% Resistance
Meg is a horrible failure of a unit. She comes at an extremely low level in
comparison to what your team should currently be at, and fails at what a
General is supposed to do--wall and deal out good damage. Instead, she
deals very little damage, but hey, she can double most foes! Well, doing a
total of six damage still isn't that good. Don't use her. She can become
good, but it takes far too much effort. (Note she is recruited by listening
to one of the Info conversations at the Base)
---------------------------------------------------------------------------
~4G.Chapter 1-5; The Lost Heir~
---------------------------------------------------------------------------
Victory--Defend for 6 turns (Rout enemy on Easy)
Defeat--Micaiah, Sothe, or Volug dies; NPC dies, defended area is captured
Player Units--10 (Micaiah, Sothe, and Volug forced)
Enemy Units--27 (19 on Easy)
Enemy Reinforcements--Four at the end of turn 1 along the right and
southeastern border, two in the northwest corner at the end of turn 2, four
at the end of turn 3 (two in the southwest and southeast corners)
Bonus Experience--400 Clear, 100 Turns (10 turn time limit, Easy mode
only), Friendly Army Experience (experience green units "earned" is
converted into Bonus Experience)
Items--Vulnerary (enemy drop)
One of the Info conversations in the Base will make Volug, a level 15 wolf
laguz, join your team. He'll be quite useful for a few chapters. Be
careful--he's weak to fire mages. For this chapter you merely need to
defend for 6 turns. Actually, Tauroneo (who is on the defend square to
begin with) will never move off of it. So, unless you shove him off with
Volug, you can't lose from not defending since Tauroneo can't really take
damage from these enemies. However, Jill and Zihark will take damage. If
they die, you fail the chapter.
Thusly, you must rush over to them and aid them to ensure their survival.
Abuse Volug as much as you wish in this chapter--there are so many enemies
it's practically necessary to keep your team alive. Kill the four enemies
ahead of you at the start, and block the ledges on the right with units
below them so enemies can't climb down and attack you.
On the following turns, have everyone climb the ledges and head towards
the green units at the north. Keeping your team together in the very
center of the map on near those ledges so you have a height advantage is
also recommended. At the least you should have Volug join the green units
to keep them protected, and possibly use Laura to keep them healed. Every
enemy will move towards the green units on turn 5, so play hermit and keep
them away on turn 6.
Hard Mode Notes--Surviving yourself for six turns is very easy, but sadly
Jill and Zihark have other plans. On Hard Mode they tend to have to make
split second decisions: whether to attack an enemy nearby that they can
double and kill, but get hit by a counterattack that will kill them, or to
heal themselves with a Vulnerary. They often choose the former. This would
not be a problem normally since you could have Laura heal them, but Jill
and Zihark constantly die...on the first turn. Yeah, there's NOTHING you
can do to stop their stupidity. Follow my tips for the first two turns,
then have Volug rush towards Jill and Zihark and protect them. Have the
rest of your units stay in the center of the map where they have a height
advantage, and just hope Jill and Zihark don't get killed.
~New Units Obtained~
Volug--95% HP; 25% Strength; 15% Magic; 35% Skill, 40% Speed, 90% Luck;
15% Defense; 10% Resistance
Volug is the first laguz you get, and he comes with Wildheart, locking him
in his transformed state. However, this halves the stat bonuses he gets
when transformed. He'll be useful for the first few chapters you have him,
but then he will stop doubling, doing lots of damage, and starts taking a
ton of damage. Use him to kill off foes that are a threat to your team, but
try to ignore him as much as possible.
Zihark--55% HP; 35% Strength; 10% Magic; 75% Skill, 70% Speed, 40% Luck;
25% Defense; 35% Resistance
Zihark's your first Swordmaster unless you promoted Edward already. And
wow is he ever a savior of the Dawn Brigade. Boasting insane avoid and
speed, Zihark is a highly effective unit. Once he caps Skill, Speed, and
likely HP, bonus experience will hand him extra Strength and Defense,
although the latter isn't as important with aformentioned avoid. Ditch
Edward for Zihark. Edward can't avoid worth a damn.
Jill--50% HP; 45% Strength; 15% Magic; 45% Skill, 65% Speed, 60% Luck;
35% Defense; 45% Resistance
Jill has the potential to be one of the best units in the game. Give her
the Paragon skill when you get it, and she'll hopefully become an insane
powerhouse unless the RNG screws you over. She's the first (and only)
flying unit the Dawn Brigade gets. Make great use of her. As long as you
don't get Strength screwed, she'll be amazing. Jill easily caps her Speed,
so a little Bonus Experience can boost her Strength.
Tauroneo--55% HP; 40% Strength; 5% Magic; 65% Skill, 50% Speed, 20% Luck;
45% Defense; 50% Resistance
Tauroneo starts off as a level 14 second tier unit, so his stats will be
insane compared to everyone else's. Of course, like any pre-promote, avoid
abusing him. He's invincible in the Part 1 chapters, but you can only use
him in 1-6. He's gone for the rest of the time and won't return until 3-12,
so don't even think about absuing him. He's pretty mediocre in Part 3, but
for Part 1 he's almost invincible.
---------------------------------------------------------------------------
~4H.Chapter 1-6.1; Raise the Standard~
---------------------------------------------------------------------------
Victory--Rout enemy
Defeat--Micaiah, Sothe, Volug, or Tauroneo dies
Player Units--13 (Micaiah, Sothe, Volug, and Tauroneo forced)
Enemy Units--14 (10 on Easy)
Enemy Reinforcements--One Pegasus Knight on each cliff to the north and
south, two mages to the west and four units in the northeast all at the end
of turn 1, two Peagasus Knights on the western cliff at the end of turn 2,
two on the southern cliff at the end of turn 7 (or when you reach the
middle of the map), five appear when you approach the northwest enemies
(three of them are Pegasus Knights on the northern cliff)
Bonus Experience--None
Items--Steel Lance (enemy drop), Hammer (enemy drop)
First, de-equip Tauroneo's weapon. You'll be using him as a wall. Remember
that the computer flocks to attack units that are unarmed. Since Tauroneo
takes little damage, if any, from enemies, he'll be perfect for
distractions like this. Avoid too much movement on the first turn so you
can be in a prime position to attack and get ready for all of the
reinforcements that appear. Only the mages will not move--everyone else
will rush towards you.
Use Tauroneo only if someone is in danger of dying. Make good use of Jill
and her huge movement, and use your strongest units to kill the three
armored units that appear on the first turn up north. You'll need to work
quickly to kill all of the rushing reinforcements from the first two turns,
and if you block of enemy access to Laura and keep the strong units
together, you can easily kill them all within five turns.
After that, send everyone to the center of the map. Have Micaiah assist in
killing the armored units with Thani, defend her against the Pegasus
Knights that are likely to appear around this time, and move everyone to
the west. Keep everyone healed and stay out of enemy range until everyone
is together. Kill the mages that move towards you and send your strong
units towards the last few enemies up north. Once you get near them,
several reinforcements appear. Be careful. Keep high HP and you'll clear
with ease. At the end, try to avoid too many units ganging up on you at
once. It's an easy way to get someone killed.
Hard Mode Notes--Stay at the beginning and fend off all of the
reinforcements before making your move. That's the safest bet to survive.
Have Nolan and Jill do most of the work. They're the best units in the
Dawn Brigade. Keep them healed, and keep Jill away from Thunder mages, and
the two of them should be able to get through the chapter without a ton of
trouble. Use the bushes to your dodging advantage!
---------------------------------------------------------------------------
~4I.Chapter 1-6.2; Raise the Standard~
---------------------------------------------------------------------------
Victory--Defeat Boss
Defeat--Micaiah, Sothe, Volug, or Tauroneo dies, Fiona dies
Player Units--13 (Micaiah, Sothe, Volug, and Tauroneo forced)
Enemy Units--33 (21 on Easy)
Enemy Reinforcements--Six foes in the northwest corner at the end of turn
4, three in the northeast corner at the end of turn 5
Bonus Experience--1400 Clear, 400 Turns (15 turn time limit), 200 per
Marado Knight unit's survival, 200 per prisoner survived
Items--Red Gem (enemy drop), Paragon (boss drop)
You need to kill the enemy manning the ballista near the starting position
on the first turn, or else Micaiah or Laura is going to die. Easily. Have
Jill kill him if she can double the archer, or else have Volug do it. Keep
Block off the bridge on the left with an unarmed Tauroneo and either Sothe
or Zihark. Keep them together and switch out if one takes too much damage.
On the first Enemy Phase the Marado Knights will mutiny, and pick up
several prisoners. Keep them alive for a lot of Bonus Experience. You must
keep Fiona alive, or else you fail the chapter. Have Nolan, Jill, and Volug
get sent up north to help clear a path for the Marado Knights. They will
all travel to your starting point, the safest place away from enemies.
Take your time killing all the horseback units on the bridge to the west.
There's a lot of them, and more from reinforcements. Use Micaiah to kill
them, Tauroneo if necessary, Zihark, and Sothe if you need to. Edward is
also good at killing these units, but he may take a lot of damage and could
get killed. It's risky.
Once the west and north have been secured, move your seperated army towards
the boss. The northern army should focus on luring the boss out. The
southern army will be attacked by a ballista, so they may not be able to do
very much. Be wary of the reinforcements and kill the boss with your
strongest unit to end the chapter.
Hard Mode Notes--The same tips apply. However, you may need to use
Tauroneo a lot more. Send only Jill and Volug up north, and have Nolan
defend the bridge with a Hand Axe so he can harm everyone that can attack
him. Nolan's pretty sturdy, so keep him healed and he'll rip through
everyone. Lure the boss with Jill and kill him. Or, just have Tauroneo
solo the level if you don't value experience points that much.
~New Units Obtained~
Fiona--45% HP; 40% Strength; 15% Magic; 40% Skill, 60% Speed, 55% Luck;
55% Defense; 50% Resistance
Fiona is capable of turning out to be a decent unit, but she arrives at a
time where she's completely worthless and near impossible to train and you
would need to sacrifice a ton of worthwhile experience that the rest of
your team could use in order to have her catch up. The end result isn't
worth it. Ignore Fiona--she's too much trouble.
---------------------------------------------------------------------------
~4J.Chapter 1-7; A Gathering Hope~
---------------------------------------------------------------------------
Victory--Seize
Defeat--Micaiah or Sothe dies
Player Units--9 (Micaiah, Sothe, and Volug forced)
Enemy Units--25 (19 on Easy)
Enemy Reinforcements--Seven enemies in the south at the end of turn 9 or
when you pass the center prison cell, four enemies when you get near the
boss appear around the boss himself
Bonus Experience--1000 Clear, 500 Turns (10 turn time limit), 300 per
surviving prisoner, 600 per escaped prisoner, Friendly Army Fought
(experience green units "earned" converted into BEXP)
Items--Door Key (enemy drop), Door Key (enemy drop)
Send several units up north and one or two up the staircase on the right to
deal with the knights. Keep your units healed on the second turn. Also on
the second turn you will find Tormod, Vika, and Muarim bursting through the
southeast entrance. Have Sothe talk to Tormod to recruit them all. They'll
be useful in getting through the chapter.
Carefully kill the enemies in the northwest corner without getting anyone
killed. When you reach that area a large door will open. Don't worry about
that for now. Continue up the northern staircase. Do you see all of the
prison doors in this area, and one near the southeast corner? If you open
them all up you will free a Daein soldier. Each freed soldier gets you
Bonus Experience, but if they can make it to the doors at the northwest
corner you'll get a lot more. Free all of the soldiers and wait for all of
them to escape. It's worth missing the Turns bonus.
Kill all of the enemies in the center area, then head for the boss and all
of his cronies in the east. Be careful of the reinforcements that appear
when you approach the boss. Kill him with Micaiah and Thani (since he has
a ton of Defense), then have Micaiah seize the space to clear the
chapter. By the end of this chapter you should have had at least one unit
(probably Edward, Nolan, or Jill) promote, or at least be level 20 and be
on the verge of promoting. The sooner you promote the better off you'll be
for the next chapters.
Hard Mode Notes--This chapter isn't too difficult on Hard Mode. Have Jill
and Nolan do most of the work, but keep them together as a team. Circle
around the map and kill off everything. I advise freeing all of the
soldier--you'll get far more Bonus Experience from them than from finishing
the chapter quickly. Also be careful of ranged weapons from lower ledges.
Laura is always susceptible to them, so try not to carelessly get her in
harm's way.
~New Units Obtained~
Tormod--50% HP; 55% Strength; 40% Magic; 45% Skill, 55% Speed, 25% Luck;
35% Defense; 45% Resistance
Tormod starts promoted, and he's pretty powerful. However, don't use him.
He leaves after Part 1 ends and won't return until the end of the game
where he will be extremely useless. Use him when you must, but don't give
him any special treatment.
Muarim--60% HP; 55% Strength; 5% Magic; 45% Skill, 20% Speed, 55% Luck;
35% Defense; 30% Resistance
Like Tormod, Muarim starts off great. He'll easily kill every enemy that
stands in his way when transformed, and can easily survive several attacks
untransformed. However, he too leaves after Part 1. Use him only when you
need to.
Vika--60% HP; 25% Strength; 50% Magic; 60% Skill, 60% Speed, 65% Luck;
15% Defense; 65% Resistance
Vika is actually a pretty good unit. She has insane Speed when transformed,
and she will easily avoid almost every attack, making up for her low
Defense. However, don't get used to her because she leaves once Part 1
ends. Again, only use her when necessary.
---------------------------------------------------------------------------
~4K.Chapter 1-8; Glory Unwanted~
---------------------------------------------------------------------------
Victory--Rout enemy
Defeat--Micaiah, Sothe or Nailah dies, all prisoners die
Player Units--12 (Micaiah, Sothe, Volug, Tormod, Muarim, Vika, Rafiel, and
Nailah forced)
Enemy Units--22 (16 on Easy)
Enemy Reinforcements--One in the southwest at the end of turn 1, two in the
south at the end of turn 2, one in the west at the end of turn 3, one in
the south at the end of turn 4, two in the west at the end of turn 5, two
Dracoknights near the boss at the end of turn 7
Bonus Experience--1500 Clear, 750 Turns (6 turn time limit), 200 per
surviving prisoner
Items--None
First off, head back to the base at the battle preparation screen and take
the Seraph Robe off of Rafiel. You don't need to use it now, but at least
keep it in the convoy. Now, the map itself is fairly standard. Now you have
Nailah who is completely invincible on the map. Have her run into the swamp
and rescue one of the prisoners so you can't fail that objective. Even with
halved stats she'll still kill everyone who opposes her.
Since your team is split into three groups at the start, have them all
attack the enemies near them. This will take several turns because of the
constant reinforcements that appear, but once they all end you will need to
regroup everyone back in the north. At the very least you'll want Nailah
up there. You should probably just let Nailah soak up experience in the
west because Volug is at the point where his usefulness wains and he will
likely die. Be careful of the Dracoknight in the south. He'll go around
killing every prisoner you don't rescue, so hurry and keep one alive.
Once all of the reinforcements are dead, move all your strong units east.
Kill the enemies whose attention you attract, then lead with your strongest
units down south. Keep ranged weapons equipped so you can kill the mages,
and the boss, that move to attack you. Kill these last few enemies to
complete the rout and finish the chapter.
Hard Mode Notes--Abuse the strong units as much as possible. If you don't,
keeping everyone alive is going to be almost impossible. Have Nailah kill
the boss as he's extremely strong, and attempting to fight him with anyone
else could result in an unwanted death. Take it slow, and kill every
reinforcement as they come.
~New Units Obtained~
Rafiel--60% HP; 0% Strength; 40% Magic; 10% Skill, 20% Speed, 60% Luck;
15% Defense; 50% Resistance
Rafiel is the first Heron you receive. He has the lowest movement, but
that isn't too big a deal. Never give him Bonus Experience. The only
purpose of a Heron is to allow several units to move a second time on a
turn. That's it. If you place a unit next to Rafiel, at the start of each
turn that unit will be healed a little bit. Just make sure he avoids foes
at all costs--one hit, and he's dead. He leaves at the end of Part 1.
Nailah--60% HP; 30% Strength; 15% Magic; 20% Skill, 20% Speed, 45% Luck;
30% Defense; 30% Resistance
Nailah has mehish growths, but they are irrelevent. She's the first of four
laguz royals in the game. As with all royals, she's immensely overpowered,
flat out can't be killed at this point in the game, never untransforms
unless you want her to, and rips through waves of enemies. Just don't abuse
her and miss out on a ton of experience. She leaves at the end of Part 1.
---------------------------------------------------------------------------
~4L.Chapter 1-9; One Survives~
---------------------------------------------------------------------------
Victory--Defeat boss
Defeat--Ally dies
Player Units--1 (Micaiah forced)
Enemy Units--20 (9 on Easy)
Enemy Reinforcements--???
Bonus Experience--2000 Clear, 1000 Turns (13 turn time limit)
Items--None
Well, you're screwed. There's no way you can take on so many units with
only Micai--oh, hey, it's the Black Knight. If you don't remember him, he's
the guy that Ike should have killed back in Path of Radiance? Has an
overpowered skill? Two range sword? Remember him now? Yeah. Since Micaiah
is likely to be killed by anything and everything in this chapter, you'll
need to make the Black Knight go around merilessly slaughtering all of the
foes.
They keep spawning, and after you kill enough Jarod will appear. To start,
move Micaiah one space up and two right. You'll be keeping her here for
most of the chapter. Move the Black Knight one space left of Micaiah. He
will kill everyone on the Enemy Phase of turn 1. On turn two, have the
Black Knight kill the foe that spawns below Micaiah, then move her one
space south. Have the Black Knight kill the foe that appears on turn 3,
then keep your position for a few turns. Have the Black Knight kill anyone
that spawns above Micaiah, of course.
On turn 8 you'll need to actively hunt down the remaining units. Move
counterclockwise around the map, keeping Micaiah back at the same place.
He will kill several units after moving him. On turn 9, head back to
Micaiah and kill the foe that spawned there. After that, then you can
safely travel around the map. An enemy will appear from the south on turn
11, but shouldn't attack Micaiah if she's towards the right border of the
map. Kill him quickly, then continue around the map. Remember, you can
Battle Save abuse just incase you're worried about positioning Micaiah
incorrectly.
When everyone is dead, Jarod will appear in the southeast corner (where I
told you to position Micaiah for most of the chapter). Kill him with the
Black Knight. Or, put the Black Knight right next to Jarod and unequip
Alondite, then have Micaiah bash away at him. She could use the experience
if she isn't level 20 yet.
Hard Mode Notes--It's the same as on Normal. Follow these steps and you'll
complete it easily.
~New Units Obtained~
Black Knight
He's completely invincible. If he does take one or two points of damage,
he'll just get healed with his Imbue skill. Rip through your foes with this
colossus. As if you have a choice--good luck getting Micaiah to kill all of
these enemies without being killed herself!
---------------------------------------------------------------------------
~4M.Part 1 Endgame; Daein, Arise!~
---------------------------------------------------------------------------
Victory--Seize
Defeat--Micaiah or Sothe dies, Nailah dies, Black Knight dies
Player Units-- (Micaiah and Sothe forced)
Enemy Units--32 (23 on Easy)
Enemy Reinforcements--Two thieves on the second floor at the end of turn 1,
four enemies at the starting position at the end of turn 2, two on the
second floor at the end of turn 3, two enemies on the third flood at the
end of turn 5, four enemies at the starting point at the end of turn 6,
two foes on the second floor at the end of turn 9, three enemies near Jarod
when you get within a few spaces of him
Bonus Experience--2500 Clear, 1250 Turns (12 turn time limit)
Items--Chest Key (enemy drop), Reaper Card (chest), Speedwing (chest),
Unlock (chest), Parity (chest), Coin (chest)
Before you start the chapter, forge a ton of weapons. The Dawn Brigade will
never be able to forge any weapons after this chapter, so do so now. Give
two forged Steel weapons to Jill, Edward, and Nolan. Everyone else should
be just fine. Give the Pass skill to Nailah as well. She'll be needing it
soon.
Also of note is that Micaiah promotes to second tier after this chapter
regardless of her current level. For best possible stats you should try to
make her level 20, or close to it, by the end. Also, give Paragon to one of
your strong second tier units. Edward or Jill can make great use of it and
gain several levels in this chapter with it.
Keep your units together on the first floor. You'll want Nailah with Pass
to rush for the thieves that appear at the end of turn 1 so they don't nab
the contents of the chests in the map. Keep the rest of your army at the
starting point to kill the enemies that appear there at the end of the
second turn.
Keep your units there to kill the reinforcements on turn 6 as well. After
that, make your way up the map, sweeping through any units you encounter.
As you tried killing the thieves with Nailah, many units probably suicided
into her. It's no big deal--there's still a decent amount of experience to
be won.
Watch out for the Meteor using for at the northwest corner of the map. He
can kill one of your units pretty easily if he gets a hit in. Be careful at
the top floor of the map where a ton of armored units and ranged units will
easily rush you. Have Nailah and the Black Knight assist you in killing off
these units, then head for Jarod. Kill him with whoever you think needs the
experience more, then seize the space with Micaiah.
**Ilyana joins Ike's team early in Part 3. Ike's team receives very little
cash, so it's best to give her the Red and Blue Gems you earned so Ike's
team can sell them for money. Give her any weapons and items that sell for
a lot of cash, too. Also, make her hold the Speedwing received in this
chapter. Another unit on Ike's team early in Part 3 can make great use of
it.
Hard Mode Notes--Take your time. Use an unequipped Black Knight to distract
enemies, then attack foes with a first strike to kill them with Nolan and
Jill. Kill small groups of enemies at a time, and if necessary, let Nailah
and the Black Knight take out almost all the units on the top floor. It may
be necessary if you're afraid of your few units being killed. Make sure to
have the two main units you're using (probably Nolan and Jill) get
promoted and well on their way to the third tier. If one has Paragon it
shouldn't be much of a problem.
---------------------------------------------------------------------------
~4N.Part 2 Overview~
---------------------------------------------------------------------------
The viewpoint of the game shifts to Crimea, where you will be controlling
various of groups of units that are trying to quell the rebellions against
Queen Elincia. You'll be pleasently surprised--everybody is second tier,
and Elincia starts at third tier. You've got a bunch of strong units, but
that doesn't mean you can get sloppy. They can die if they are constantly
attacked, and most of them don't become amazing for several levels (at
which point their amazing stats start to shine).
Also, it's the shortest part in the game totaling only five chapters. Most
of the chapters are fairly short, so you can probably finish these all
easily within a few hours. Not all of the units are worth using, but a few
of them are very impressive. Also, all of them are from Path of Radiance.
No new faces appear, so you should be familiar with all of them already
(hopefully).
---------------------------------------------------------------------------
~4O.Chapter 2 Prologue; On Drifting Clouds~
---------------------------------------------------------------------------
Victory--Survive for 8 turns
Defeat--Elincia, Leanne, or Nealuchi dies, Leanne is captured
Player Units--4 (Elincia, Marcia, Nealuchi, Leanne)
Enemy Units--11 (9 on Easy)
Enemy Reinforcements--None
Bonus Experience--1000 Clear
Items--Short Axe
Your objective is to keep Leanne safe for the duration of the eight turns.
Keep your units up at the top of the map and don't bother attacking anyone.
Your units aren't strong enough to easily kill the Dracoknights. If Leanne
gets captured by an enemy, kill that enemy to make them release her. If the
enemy flies off the screen at the southeast corner with Leanne captured,
you fail the chapter. Don't let it happen.
Nealuchi is overpowered at the moment, but realistically he's a crappy
unit. Marcia also isn't very good, and without her uber sword Elincia isn't
going to be doing much damage. Just keep everyone in the northwest corner
for several turns.
On turn 5, general Haar will appear. He's an absolute beast in combat, and
one of the best units in the game. Talk to him with Marcia to recruit him,
then let Haar mop up as many of the remaining enemies as he can. Make him
equip the Javelin so all of the ranged weapon enemies will get hurt as
well. It doesn't matter if you can't kill the boss, but Haar could use the
experience. After the 8 turns are over you'll clear the chapter.
Hard Mode Notes--Haar would love to smash through this chapter. He sure
does like killing things.
~New Units Obtained~
Elincia--45% HP; 65% Strength; 40% Magic; 50% Skill, 70% Speed, 60% Luck;
20% Defense; 35% Resistance
She starts at third tier, so don't expect her to get much experience to
level up even once. She's got great Strength and Speed, but you'll notice
she's insanely weak at the moment. The next time you use her, she'll have
her sacred sword Amiti which is insanely powerful and grants two strikes
per attack. With her Speed, she'll hit enemies four times per attack. She
also makes an insanely great healer because she can fly. All around amazing
unit.
Marcia--70% HP; 30% Strength; 20% Magic; 40% Skill, 65% Speed, 50% Luck;
35% Defense; 35% Resistance
Marcia suffers from low Strength and Defense, along with very little play
time in the game. Thusly, she's a relatively useless unit. Use her in Part
2 where she's relatively useful, then ignore her for the rest of the game
unless you're willing to invest a ton of Bonus Experience to make her
worthwhile.
Nealuchi--55% HP; 35% Strength; 10% Magic; 40% Skill, 40% Speed, 80% Luck;
40% Defense; 25% Resistance
Nealuchi also suffers from limited availability. He takes a long time to
transform, and his stats really aren't worth it. He has decent evasion,
but with relatively low Defense and HP, he won't last long. Not to mention
the insane amount of enemy archers and Wind mages that'll tear through him
in one shot.
Leanne--60% HP; 0% Strength; 40% Magic; 10% Skill, 20% Speed, 80% Luck;
10% Defense; 40% Resistance
The second of three Herons. She works just like Rafiel--you can use her to
grant a two units a second action each turn regardless if she's transformed
or not (the two units are either the ones on the left/right or above/below
her). She's flies, but her movement is low. Just keep her away from
enemies.
Haar--30% HP; 70% Strength; 5% Magic; 70% Skill, 30% Speed, 45% Luck;
65% Defense; 20% Resistance
Haar is an absolute beast. Despite a low Speed growth, he'll double most
enemies in the first few chapters you have him. He takes almost no damage--
his HP starts insanely high, and his constantly rising Defense just makes
him even more of a tank. Considered one of the best units in the game, use
him without question. Just keep him away from Thunder mages.
---------------------------------------------------------------------------
~4P.Chapter 2-1; Winds of Rebellion~
---------------------------------------------------------------------------
Victory--Defeat boss
Defeat--Nephenee or Brom dies
Player Units--2 (Nephenee and Brom)
Enemy Units--14 (13 on Easy)
Enemy Reinforcements--Two at the end of turn 7 on the left and south sides
of the map
Bonus Experience--1500 Clear, 750 Turns (15 turn time limit), 400 per
volunteer unit surviving
Items--Vulnerary (enemy drop), Antitoxin (enemy drop), Herb (enemy drop),
Ashera Icon (house), Steel Axe (house), Concoction (house), Javelin
(house), Spectre Card (house)
This is a simple mission where all you need to do is kill the boss you
start near. Two armored units are guarding the quick path to the boss, but
Nephenee and Brom can easily get rid of them. Go pillage every house with
Brom, and send Nephenee towards the boss but don't kill him yet. On turn 5,
Heather will appear and head towards the boss herself. Have Nephenee talk
to her to recruit her. She's a thief who'll be useful later on.
After you get all the items, have Nephenee approach the boss. Keep her
healed, and if necessary, have Brom assist Nephenee in killing Yeardley to
finish the chapter.
Hard Mode Notes--This can be a tricky chapter because Nephenee can take a
lot of damage. Keep her healed at all times, and ignore Heather if you
have to--her suicidal techniques can be ignored. Try to kill the boss as
quickly as possible, and as long as you keep everyone healed this isn't
terribly difficult.
~New Units Obtained~
Nephenee--45% HP; 35% Strength; 15% Magic; 70% Skill, 65% Speed, 40% Luck;
35% Defense; 45% Resistance
Nephenee is also considered one of the greatest characters in the game. She
will start off a bit slow, but once she gets a few levels she becomes an
insane character. Her high Speed ensures she doubles every foe and avoids
many attacks, making up for mediocre Defense. After capping several stats,
use Bonus Experience to get a bunch of increases in Strength, the one major
stat she lacks in.
Brom--80% HP; 40% Strength; 5% Magic; 40% Skill, 30% Speed, 70% Luck;
60% Defense; 25% Resistance
Brom is a solid unit and is able to wall effectively, but his Strength is
lacking. Without the ability to double enemies either, he will rarely be
getting any kills. Use him as a distraction, but you probably won't want
to be using him.
Heather--40% HP; 25% Strength; 20% Magic; 50% Skill, 70% Speed, 75% Luck;
30% Defense; 40% Resistance
Heather is a typical thief--crappy stats with high Speed and Luck. Use her
to steal from chests and enemies, but don't train her as a serious combat
unit.
---------------------------------------------------------------------------
~4Q.Chapter 2-2; Tides of Intrigue~
---------------------------------------------------------------------------
Victory--Lucia arrives (Defeat boss on Easy)
Defeat--Lucia, Leanne, or Nealuchi dies
Player Units--8 (Lucia, Lethe, Mordecai, Leanne, Nealuchi, Nephenee, Brom,
Heather (if recruited))
Enemy Units--24 (18 on Easy)
Enemy Reinforcements--???
Bonus Experience--2000 Clear, 1000 Turns (7 turn time limit)
Items--Torch (enemy drop), Vulnerary (enemy drop)
The arrive space is in the northeast corner of the map, guarded by the
boss. Have Brom and Nephenee head up north and tackle enemies up there
while Lucia goes alone to the east. Have everyone else tuck away in the
southwest corner of the map, but bring back two strong units there for the
reinforcements that appear there at the end of turn 5. Or, just use the
three laguz units, but keep Leanne away from them if you can.
Lucia, Brom, and Nephenee should head south when they reach the middle of
the map. They will encounter fewer units as they loop around to the boss,
and they are less likely to get killed. Keep them all healed with Elixirs
and Vulneraries.
Not much else about this simple chapter. Be careful of all of the poison
weapons, keep Antitoxins on hand, and give Nephenee and Brom as much
experience as possible. Just keep them healed. The boss shouldn't be a
problem for Lucia or Nephenee if they've got a strong weapon equipped. Have
Lucia arrive to clear the chapter.
Hard Mode Notes--You'll likely need to abuse Lucia a lot because Nephenee's
weapons are going to run out of durability quickly throughout the chapter.
Brom isn't a worthwhile unit on Hard Mode, so try to ignore him. Use him
to soften up enemies, but nothing more. Stay south and loop around as you
normally would, kill every foe to squeeze as much experience as you can
out of this, then kill the boss and finish the chapter. If you ignite all
of the torches, it isn't too hard.
~New Units Obtained~
Lucia--50% HP; 25% Strength; 20% Magic; 70% Skill, 60% Speed, 30% Luck;
15% Defense; 50% Resistance
Lucia is the worst of the five Swordmasters in the game. Her growths are
horrible, she has crappy availability, and when you get her again much
later in the game she'll be completely outclassed by other Swordmasters,
especially Edward and Mia. Don't use her much.
Lethe--85% HP; 30% Strength; 5% Magic; 30% Skill, 50% Speed, 45% Luck;
35% Defense; 20% Resistance
Lethe isn't as good as she was in Path of Radiance. Now she's one of the
worst units in the game. Despite a quick transformation time, she has
horrible stats and is almost impossible to make worthwhile. Don't use her.
Mordecai--90% HP; 35% Strength; 10% Magic; 25% Skill, 15% Speed, 80% Luck;
45% Defense; 15% Resistance
Like Lethe, Mordecai is complete crap. Except he'll never double enemies,
AND he has a horribly slow transformation time. Ditch him just as quickly.
---------------------------------------------------------------------------
~4R.Chapter 2-3; Geoffrey's Charge~
---------------------------------------------------------------------------
Victory--Seize
Defeat--Geoffrey or Kieran dies
Player Units--6 (Geoffrey and Kieran forced)
Enemy Units--50 (42 on Easy)
Enemy Reinforcements--Four in the northeast corner at the end of turn 3,
four units in the middle-west at the end of turn 5, three in the middle-
west at the end of turn 6, same at the end of turn 7, four in the same
place at the end of turn 11, three in the same place at the end of turn 12,
two in the northeast corner at the end of turn 20
Bonus Experience--2500 Clear, 1250 Turns (11 turn time limit), 200 per
surviving enemy unit, Friendly Army Fought (partner units' "gained"
experience converted into Bonus Experience)
Items--Wo Dao (boss drop), Vulnerary (enemy drop), Steel Blade (enemy
drop), Steel Lance (enemy drop), Speedwing (enemy drop)
At the beginning, focus on killing all of the units that start near you.
You're units are quite strong for this chapter, so you'll take minimal
damage and almost everyone will be killed. Your partner units will greatly
assist in the destruction of the early waves of enemies. Repeat this
process until your team, and the partner units, reach the center of the
map.
At this point put your allies on Halt. You get a lot of Bonus Experience
from leaving the enemy units alive, and it far outweighs the actual amount
of experience points you could earn in this chapter (not to mention that
everyone here has poor availability and are not worthwhile to train for
later in the game).
There are several ballista at the end that will throw rocks at you, but if
you lead the final charge with Geoffrey and Kieran that won't be any
problem. Avoid too much enemy attention so you can grab lots of Bonus
Experience. However, one enemy in the northeast corner has a Speedwing.
That'll be an item that Haar can put to good use, and you may need to kill
several enemies to reach it. I'd say go for it, but if you would rather
take the BEXP than the Speedwing, that's entirely up to you.
Break down the door at the end, then have Kieran and Geoffrey choose to
attack the boss, but don't actually attack. Merely see the damage he would
deal. If one unit can't survive a critical hit, then back him away. As for
the other, put him on the border of his attack range (seven spaces away).
He's the only Seize boss that will move to attack you. If you don't kill
him, you can freely have Geoffrey seize the square and finish the chapter.
If you do you can collect his weapon. Your call.
Hard Mode Notes--Definately try to go for the Bonus Experience. You should
be using Haar in Hard Mode, so also go for the Speedwing despite
sacrificing some experience. Not a terribly hard chapter if you let Kieran
and Geoffrey do all of the work.
~New Units Obtained~
Geoffrey--60% HP; 50% Strength; 10% Magic; 60% Skill, 35% Speed, 30% Luck;
30% Defense; 55% Resistance
Geoffrey is a decent Paladin, but suffers from horrid availability. Like
most Part 2 units, you have no room to train him, and thusly becomes
deadweight when you actually do get him back. Abuse him in his chapters,
but don't train him after that.
Kieran--75% HP; 60% Strength; 15% Magic; 40% Skill, 30% Speed, 30% Luck;
60% Defense; 25% Resistance
Kieran is a great unit, but once more, suffers from awful availability.
When you get him back late in Part 3 you will already have many much, much
higher leveled units, some probably at the third tier. Like Geoffrey, use
him in Part 2, but don't consider him later in the game.
Makalov--55% HP; 40% Strength; 15% Magic; 40% Skill, 75% Speed, 45% Luck;
50% Defense; 25% Resistance
Nope, you won't be seeing him until very late in the game either. He's a
decent unit, but Sword Paladins are easily the worst of the four, not to
mention that you get far superior Paladins in Part 3. Use him now, but not
later.
Danved--75% HP; 40% Strength; 20% Magic; 30% Skill, 45% Speed, 60% Luck;
45% Defense; 25% Resistance
He's a decent Halberdier, but his stats are far outclassed by Nephenee.
Infact, he stats are probably higher already than Danved's base stats.
You also won't get him back until later in the game, so just stick to
Nephenee (or Aran if you like him) instead of Danved. Also, Danved is most
certainly not Devdan.
Astrid--55% HP; 40% Strength; 20% Magic; 45% Skill, 40% Speed, 70% Luck;
30% Defense; 50% Resistance
Astrid starts at a horrid level, but has Paragon so she can quickly make
them up. Her growths are decent, but nothing special. She has great use as
a Bow Paladin, but like everything else in this chapter, her horrid
availability makes her near worthless. If you take the time to train her,
though, she can be an impressive unit. But it probably isn't worth the
trouble.
---------------------------------------------------------------------------
~4S.Part 2 Endgame; Elincia's Gambit~
---------------------------------------------------------------------------
Victory--Defend for 15 turns or Defeat boss
Defeat--Elincia dies, defending area is seized
Player Units--10 (Elincia forced)
Enemy Units--46 (40 on Easy)
Enemy Reinforcements--Several enemies (either a group of soliders and mages
or several armored units) will appear at the end of every turn
Bonus Experience--3000 Clear, Friendly Army Fought (experience partners
"earned" converted into Bonus Experience)
Items--Tomahawk (boss drop), Energy Drop (enemy drop), Silver Greatlance
(enemy drop), Nullify (enemy drop)
This is a pretty simple fight, designed to give a ton of experience to
Nephenee and Haar. Note that one of the walls towards the right is
breakable by enemies, creating a gap allowing easy access to the defend
space. Place Haar infront of that spot so nobody can pass him. Have
Nephenee on a higher ledge use Javelins to strike down foes. You CAN have
her on the main lines with Haar, but Nephenee does not have the Defense
and evasion neccessary to survive multiple attacks, and she will likely
die quickly. But be careful of the Thunder mages that can destroy Haar in
two shots!
Have Elincia stay near the top ledge border, but not in range of enemy
archers. Despite being higher then them, a 12% hit chance could occur, and
Elincia will easily be killed in one shot. On every turn after the first,
have Elincia swoop in an kill a foe, then head back. Use Leanne to make
Elincia move again and have her heal Haar or Nephenee. Put the computer
on Halt so they don't mess up your plans--they won't help much anyway.
Have Brom stay at the left staircase. No enemies should come over here, so
keep Brom out of range of them. One or two might occasionally come there,
but it's nothing he can't handle. As for the right staircase, ignore it.
Enemies will only try going there if they pile up too much (and several
reinforcements appear each turn, so that could happen). Keep Lethe and
Mordecai there, ready to transform when it is necessary.
At the end of turn 7 the Crimean Royal Knights will appear in an alley on
the right side of the map. They can assist you, but they will likely just
get swarmed by enemies if they try keep them still and only kill the two
or three enemies that move towards them.
If enemies start moving up the right staircase, which may happen, place
Haar at the chokepoint. Put Nephenee at the top of the broken wall so she
will avoid every ranged weapon and attack with Javelins. You can hold the
line easily from here, and Nephenee and Haar will continue soaking up the
experience points. Just keep steady until turn 15 to clear the map.
Hard Mode Notes--Give Nephenee and Haar ranged weapons and keep them above
level throughout the entire chapter. It's far too risky to keep Haar on
ground level. He's actually capable of dying while down there if a single
Thunder mage hits you (and they often do). Haar may need to keep the right
staircase chokepoint protected, and that's fine because only one or two
enemies should attack Haar at any given turn. Just play it safe.
Alternatively, go kill Ludveck for a quick finish. Blitz down with Elincia,
using Leanne to give her addtional movement need to reach him, then kill
him. It's very risky, and on Hard Mode will easily get you killed if you
don't get lucky with Bowguns and archers missing Elincia. Plus, defending
nets more experience.
~New Units Obtained~
Calill--35% HP; 25% Strength; 45% Magic; 60% Skill, 55% Speed, 55% Luck;
15% Defense; 50% Resistance
Calill is a decent mage, so long as you keep her protected. She can
probably double many eneimes, and has high enough Magic to kill them off.
Oh, but her horrible availability gets the best of her. Soren and,
shockingly good if trained, Micaiah are far better mages then her.
---------------------------------------------------------------------------
~4T.Part 3 Overview~
---------------------------------------------------------------------------
Part 3 is the longest part in the game, and the majority of it has you
playing as the Greil Mercenaries. They are all comprised of the same Path
of Radiance units you got to know well. Their power has changed from
decent in PoR to insane in Radiant Dawn. Ike is still a massive tank, and
a couple other units you may not think of as great are actually amazing.
None of the Greil Mercenaries are "bad", and all are completely usuable.
...and then you get stuck playing as the Dawn Brigade again midway through
Part 3. Going from high level ass kickers to low level units that die in
two shots isn't an easy transtion. Three chapters are devoted to them, one
to the Crimean Royal Knights, and the rest to Ike's group. It's a fairly
easy part, but this is the time you'll want to start favoriting units you
plan on using in the final chapter in the game.
---------------------------------------------------------------------------
~4U.Part 3 Prologue; The Great Advance~
---------------------------------------------------------------------------
Victory--Skrimir arrives
Defeat--Ike, Ranulf, or Skrimir dies
Player Units--11 (Ike, Titania, Oscar, Soren, Mia, Mist, Rhys, Shinon,
Rolf, Gatrie, Boyd)
Enemy Units--46 (35 on Easy)
Enemy Reinforcements--???
Bonus Experience--1500 Clear, 750 Turns (7 turn time limit), 200 per
surviving Gallian warrior, Friendly Army Fought (experience other units
"gained" converted to Bonus Experience)
Items--Crossbow (boss drop)
It's practically impossible to lose this chapter. Don't worry about not
being able to control Ranulf and Skrimir--they vastly overpower the enemies
and can hardly be damaged. Move your units northward and kill everyone in
the way. Ike will have no problem doing so, but you'll also want to use
other units.
Shinon, Gatrie, Titania, and Mia are definately the best of the bunch, so
focus on giving them the experience. By the time you reach the intersection
at the top of the map, Skirmir and his army will have already stampeded
most of the enemies in the area and will have gone for the boss. Once
Skrimir arrives on the space the chapter ends, so hoarde all of the
experience you can.
Hard Mode Notes--If you can't beat it on your first try, don't move anyone
at the start and let the laguz kill everything. Or just make Ike kill a
few units for some experience. It's an insanely simple chapter.
~New Units Obtained~
Ike--65% HP; 55% Strength; 10% Magic; 60% Skill, 35% Speed, 30% Luck;
40% Defense; 15% Resistance
Ike remains an absolute beast in Radiant Dawn. He's so damn good you have
to TRY to get him killed. He's not going down by himself very easily. His
Resistance is horrid now, making him easy prey for mages. His Speed is also
a bit lacking, but he can still double most foes. And then there's that one
sword you get later on to make him even fiercer in combat.
Titania--60% HP; 60% Strength; 15% Magic; 55% Skill, 50% Speed, 40% Luck;
20% Defense; 30% Resistance
Titania is probably the best Paladin in the game. The only thing she's
greatly lacking is Defense, but she has the highest starting level out of
all the mercenaries (level 17). She's an absolute beast, but try to let the
lower leveled units get kills before she does.
Oscar--50% HP; 35% Strength; 20% Magic; 65% Skill, 60% Speed, 55% Luck;
30% Defense; 20% Resistance
Oscar is similar to Titania, but he focuses a bit more on Speed rather then
Strength. As such, he'll likely be able to double many foes. He remains
just as awesome as he was in Path of Radiance, but Titania ends up better
then him in the long run. Of course, having two Paladins isn't a bad thing.
Oscar's still a great unit.
Soren--40% HP; 25% Strength; 80% Magic; 60% Skill, 35% Speed, 35% Luck;
25% Defense; 70% Resistance
Soren has been made even more awesome, and has quite impressive growths.
Wind magic has been left virtually untouched, so it remains just as
powerful as usual. Remove his Adept skill right away and give to someone
else, like Titania. Adept's activation is run off of Speed, so Soren won't
be activating it much in the first place. However, once he promotes and a
little Bonus Experience makes his Speed cap or close to it, you can always
put Adept back on him. Quite a good mage.
Mia--70% HP; 45% Strength; 15% Magic; 60% Skill, 65% Speed, 35% Luck;
40% Defense; 25% Resistance
The greatest Swordmaster in the game, Mia will not disappoint you. Later.
She doesn't start off very good. She's able to dodge almost everything
thrown at her, and will always double foes, but she can't kill a damn
thing. Around the time she promotes to third tier she will be able to
easily kill enemies, and becomes about as useful as Ike. Possibly better.
She's a beast once she gets going, but until then don't expect her to kill
much.
Mist--40% HP; 25% Strength; 45% Magic; 55% Skill, 50% Speed, 70% Luck;
25% Defense; 40% Resistance
Mist is pretty mediocre. It's like they wanted to give her a mix of
Strength (so she can use swords effectively) and Magic so she can heal, yet
isn't too special in either one of them. She's a much better healer than
Rhys because her good Speed growth ensures she won't be doubled most of the
time when she gets attacked, but other then that she isn't special.
Rhys--40% HP; 25% Strength; 65% Magic; 35% Skill, 35% Speed, 60% Luck;
20% Defense; 75% Resistance
Despite making a pretty good healer, Rhys is absolutely useless as a
serious combat unit. With Speed like that, he'll never double a foe, and
if anything touches him he is probably going to die. Ignore his fighting
ability and only use him to heal if you don't want to use Mist.
Shinon--50% HP; 40% Strength; 15% Magic; 70% Skill, 65% Speed, 30% Luck;
45% Defense; 20% Resistance
Shinon has become one badass archer. With accuracy that'll never make his
shots dip below 95% and defenses that allow his Provoke skill amazingly
useful, Shinon is almost unstoppable. Once he promotes, he'll easily turn
into one of the best units in the game. Don't think about not using.
Rolf--85% HP; 75% Strength; 10% Magic; 45% Skill, 45% Speed, 35% Luck;
35% Defense; 20% Resistance
Rolf starts at level 1, much like Mist. Shinon, the other archer the
mercenaries have, starts at level 13. And the stat difference at the start
is quite large. However, there is no difference between the two. Rolf has
slightly higher growths than Shinon, except for Strength, and has a better
chance of capping all of his stats. However, he takes a lot more effort to
use than Shinon, so most people ignore Rolf in favor of Shinon. Use Rolf
only if you intendo on babying him up to a high level and hope you don't
get RNG screwed with his stats.
Gatrie--50% HP; 60% Strength; 5% Magic; 45% Skill, 60% Speed, 30% Luck;
60% Defense; 35% Resistance
Gatrie is far superior to every other General in the game. He has three
60% growths in the three greatest stats possible--Strength, Speed, and
Defense. And if he is somehow damaged by foes, his great HP will cover it.
I'm not sure why someone wearing a lot of armor is capable of doubling most
foes in the game, but I'm not complaining. Another amazing unit that you
can use with no fear of turning out horrible.
Boyd--80% HP; 65% Strength; 5% Magic; 45% Skill, 45% Speed, 40% Luck;
50% Defense; 10% Resistance
Boyd remains about as similar as he was in Path of Radiance. He starts off
a bit lacking, but once his stats get going he'll become immensly powerful,
and can almost tank through enemies. I'm not sure why he gets both a high
HP growth and high Defense growth, but anything to make him more awesome.
After a decent amount of levels, he'll probably be able to double most
enemies. He's a great unit once he gets going.
---------------------------------------------------------------------------
~4V.Chapter 3-1; Laguz and Beorc~
---------------------------------------------------------------------------
Victory--Rout in 12 turns
Defeat--Ike dies, 12 turns pass
Player Units--11 (Ike, Titania, Oscar, Soren, Mia, Mist, Rhys, Shinon,
Rolf, Gatrie, Boyd)
Enemy Units--32 (26 on Easy)
Enemy Reinforcements--???
Bonus Experience--2000 Clear, 1000 Turns (10 turn time limit), Friendly
Army Fought (experience other units "gained" converted to Bonus Experience)
Items--Seraph Robe (house), Blue Gem (house)
12 turns may seem like a lot, but given the amount of enemy units you will
need to work extremely fast in order to finish within the time limit. Now,
do not worry about who gets experience. Just focus on finishing the chapter
with everyone alive. Put the partner units on Halt, too, as they will have
a little use later on.
Only send your strong units out at the beginning, and send two along the
southern route near that house. Preferably Mia and Titania down there,
while Ike, Shinon, Gatrie, and Oscar head north. Keep everyone else at the
beginning to deal with several reinforcements that will occasionally
appear. When they do, turn the partner units to Roam so they attack those
new enemies, while having the few units you have stationed down there
simply deal some damage so the two cats can finish the off.
Enemies will move through the grass path on the left side of the map early
on. Anticipate this and put Ike or Oscar there to greet them with a swift
death. As a note, if Boyd, Oscar, or Rolf visits the center house you will
not receive the Seraph Robe, and instead trigger an Info conversation in
the next chapter's Base.
There are enemies lurking in the shadows in the northeast corner of the
map, behind some trees. Don't miss these enemies! If you do, the time it
may take to seek their location and kill them could exceed the time limit,
so don't overlook them. Other then that, just keep units healed with
Vulneraries. It's too risky placing Mist or Rhys in the path of enemies
that you can't see.
As you approach the northwest corner, keep everyone fully healed. The boss
and several strong units can surround and actually kill someone, including
Ike. Be careful. Work quickly and carefully to finish the chapter. Don't
miss any enemies in the northwest corner, either.
Hard Mode Notes--You may need to trade Vulneraries between units
constantly in order to keep everyone healed. Keep Oscar back at the
beginning as well in order to take down the five total reinforcements that
will appear. Everyone else needs to loop around as usual. Work as quickly
as possible. You may even finish on turn 12, but finishing then is more
important then wasting the twenty minutes it took to get that far and force
you to start the chapter all over again.
~New Units Obtained~
Lyre--50% HP; 35% Strength; 10% Magic; 65% Skill, 70% Speed, 50% Luck;
20% Defense; 30% Resistance
The worst unit in the game statistically, Lyre is not one of those units
you should ever consider using unless you are serious about babying her to
actually be decent. Sadly, decent is as good as she gets with low stat
caps. Ignore her.
---------------------------------------------------------------------------
~4W.Chapter 3-2; Stormclouds~
---------------------------------------------------------------------------
Victory--Defeat boss
Defeat--Ike dies
Player Units--16 (Ike forced)
Enemy Units--37 (31 on Easy)
Enemy Reinforcements--Three units at the southern edge of the map when you
attract the attention of the boss, two units at the top of the map at the
end of turns 6 and 8
Bonus Experience--2500 Clear, 1250 Turns (15 turn time limit)
Items--Recover (enemy drop)
Nephenee and Haar join Ike's team, so put them to good use. Nephenee's
level is likely low compared to everyone else's, but her stats probably
won't say the same. She's an immediate help. Now, all you have to do in
this chapter is kill the boss. There's quite a lot of enemies, so you'll
probably want to kill as many as possible for maximum experience potential.
Have Haar head off to the right, possibly with Nephenee if you wish, while
everyone else heads south. Quite a few mages will attack you down south,
so be careful of them. A group of horsemen will also rush towards you in
the south when you enter their range, so keep your units healed to avoid
being killed by surprise.
Once you reach the southern edge of the map you'll be in range of the
boss. Now, the boss will move to you when you get in his range (to save you
the 10 turn hike through one-space-at-a-time movement through the bog).
He'll take a bit of effort to kill. Have Ike, Nephenee, Shinon, and Titania
take him out. It shouldn't take all four, but keep them handy if you really
need them.
Hard Mode Notes--Rush straight for the boss if you wish. There's a lot of
room to manuver on this map. Let Nephenee get as much experience as
possible so she can continue catching up with the group, and give some to
Shinon and Haar as well. They're all useful on this map. Nothing really
special to say.
---------------------------------------------------------------------------
~4X.Chapter 3-3; River Crossing~
---------------------------------------------------------------------------
Victory--All supplies burnt in 15 turns (18 turns on Easy)
Defeat--Ike dies, 15/18 turns pass
Player Units--11 (Ike forced)
Enemy Units--22 (20 on Easy)
Enemy Reinforcements--Six enemies in the north end of the map on the first
turn, two enemies on the west border at the end of turn 2, same at the end
of turn 8, two enemies on the east border at the end of turn 10, four
enemies in the north at the end of turn 11
Bonus Experience--3000 Clear, 1500 Turns (10 turn time limit), 200 per
horse escaped, 500 per senator escaped
Items--Shade (boss drop), Ashera Icon (enemy drop), White Gem (enemy drop),
Blossom (tent), Master Crown (tent), Hammerne (tent)
There are six stacks of crates strewn in this chapter--one near the start
on the left, one near the start to the north, one near the center tent,
one in the northeast corner, and two in the northwest corner. Move any
unit next to them and choose the "Burn" option to set it ablaze. Light them
all on fire in the time limit to clear the map.
Of course, plenty of enemies will try to stop you. Essentially, have Haar
go around lighting the crates on fire while the rest of your army tackles
the enemy forces. Midway through the level you will notice a total of two
senators leave their tents. Now, that 500 Bonus Experience for leaving them
alone (worth a total of 30-ish actual experience points) is tempting...but
look at those great items they give up when killed! Yeah, just kill them.
The BEXP isn't worth it.
Move everyone quickly up the map. You don't have much time to grab all of
the wonderful items this map has to offer. Also, you can break the doors of
the horse pens and let them escape, earning you Bonus Experience. Do so if
you can.
Reinforcements will continue pouring in, but as you reach the end of the
map you should just ignore them and focus only on the enemies that are
obstructing your path to crates, the boss (you'll want his experience),
and any tents you wish to visit. Simply put, all you need to do is rush
with Haar to win. Take your time to get items and experience with everyone
else if possible. Just be careful with the boss as he's a powerful magic
user, and unless anyone has promoted, only Ike and Nephenee are going to
have a shot at doubling him.
Hard Mode Notes--There's no time to waste on Hard Mode. Rush through the
chapter, absuing Haar if necessary, and get those supplies burned. Just
save the one behind the boss for last because the mage boss and the mage
next to him can easily kill any of your units together. Don't forget to
kill the senators for their lovely, sellable items.
---------------------------------------------------------------------------
~4Y.Chapter 3-4; The General's Hand~
---------------------------------------------------------------------------
Victory--Ike and Ranulf arrive
Defeat--Ike or Ranulf dies
Player Units--12 (Ike and Ranulf forced)
Enemy Units--35 (31 on Easy)
Enemy Reinforcements--Two Dragonmasters at the top of the map at the end of
turn 6
Bonus Experience--3500 Clear, 1750 Turns (10 turn time limit), 200 per
Gallian warrior survived, Friendly Army Fought (experience other units
"gained" converted to Bonus Experience)
Items--Vulnerary (enemy drop)
This is a fairly simple map. All you need to do is get Ike and Ranulf up
to the dual blue squares at the top of the map. There are two routes to the
top--the left path and the right path. Send most of your units along the
left route. It's much faster. Send a few units to kill some enemies
guarding the right route for some experience, but don't expect them to
reach the top at around the same time.
The few laguz allies you have aren't going to stay alive for very long.
Do try to save them, though, because each one that survives gets you Bonus
Experience. However, if you don't quickly work your way up the mountain
then they'll suck away your precious experience. Don't let that happen.
There are two ballistas near the top of the mountain. Keep your fragile
units, and an untransformed Ranulf, out of their range. Have Haar rush to
kill the leftern ballista archer so the rest of your strong units can
safely climb to the top. Not, however, that Paladins are incapable of
reaching the highest level of the mountain. Nothing can be done about that,
sorry.
Also, if Haar is near the top you have to be careful. One unit is wielding
a Wyrmslayer, and that'll cut through Haar in an instant. Also be careful
of the Thunder mages up there that'll also tear through Haar. The boss is
quite study on this level, so do whatever it takes to kill him. Ike is
pretty effective, and so is Haar (provided you haven't had him simply run
away out of fear of being killed).
Hard Mode Notes--It isn't a difficult chapter. Ranulf isn't worth the
effort in Hard Mode, so don't try using him. Let Nephenee, Ike, and Haar
get as much experience as they can, as well as any other low level units
you may currently have. Keep Haar alive as he nears the top of the mountain
and you should be all set to beat this chapter easily.
~New Characters Obtained~
Ranulf--70% HP; 30% Strength; 15% Magic; 40% Skill, 35% Speed, 55% Luck;
15% Defense; 10% Resistance
One of the best non-royal laguz, Ranulf is a good unit to use if you still
have room on the amount of units you wish to train. If you level him up
with only Bonus Experience (since he isn't going to be getting much when
transformed in combat), he'll easily cap all but one stat. Get him to level
30 and use his Satori Sign and he'll be destroying foes all across the map.
Just keep Olivi Grass on hand to restore his meter. Plus, he's forced in
almost all of Ike's chapters from here on out. Might as well put him to
godd use, right?
Kyza--85% HP; 40% Strength; 5% Magic; 45% Skill, 35% Speed, 50% Luck;
40% Defense; 15% Resistance
Conversely, Kyza is completely worthless. He starts at a crappy level with
horrid base stats, and his growths don't make up for them. Don't waste
space on your team trying to use Kyza.
---------------------------------------------------------------------------
~4Z.Chapter 3-5; Retreat!~
---------------------------------------------------------------------------
Victory--Defend for 10 turns or Defeat boss
Defeat--Ike dies, enemy seizes defending area
Player Units--16 (Ike forced)
Enemy Units--43 (43 on Easy)
Enemy Reinforcements--Two enemies in the southwest corner at the end of
turn 3, three enemies at the southeast corner at the end of turn 4, seven
enemies in the southern area at the end of turn 5, two foes in the
northwest corner at the end of turn 6, three Paladins in the southwest
corner at the end of turn 7, seven foes (three in the northwest corner,
four Paladins near the boss) at the end of turn 8, three enemies in the
northwest corner at the end of turn 9
Bonus Experience--4000 Clear
Items--Vulnerary (enemy drop), Coin (enemy drop)
You'll be wanting to defend for 10 turns in order to soak up the insane
amount of experience in this chapter. You need to use a full party, even if
you aren't using 16 units, for best effect. Place useless units at the top
of the gaps in the southern portion of the castle. Using Reyson, get Ike to
defend the eastern stairs. Gatrie should defend them as well. Place Mist
at the top of the gap two spaces behind one of them so no enemies can climb
up it, but also so no enemies that attack Gatrie and Ike with ranged
weapons can also attack Mist.
For the southern entrance, Nephenee and Titania work well. Keep Mist in a
position where she can always heal one of them if they take too much
damage, and keep Reyson in a place where he can Vigor Mist so she can move
away from ranged attack assault.
For the western area, let Shinon and Haar take it. Enemies will climb the
gaps, yes, but they will go right for Haar and Shinon if no other weak
units you have are in range on the upper level. After you have everyone in
position, all you can do is wait. Your most important priority is ensuring
that nobody gets killed. Keep everyone healed using Rhys, Mist, and using
Vulneraries whenever necessary. The first five turns are the most hectic
because you're being swarmed by foes. After that it seems to cool down a
bit.
Reinforcements will continue to pour in, however. If you ever feel like you
are overrun by the enemies, then you will need to perform an emergency
manuver. Move everybody back to the top floor of the castle. There are
fewer gaps and staircases, making it easier to defend. You'll need to plan
this in advance, though. Move all of your healers first, then keep the
strong and full HP units on the bottom floor to try and distract the enemy
from moving towards the weaker units attempting an escape. You probably
won't need to do this, but it may be necessary on Hard Mode.
As a final note, only one side of the castle (south, east, and west) is
bombarded by a ton of units at any given time. For the first three turns
it's the east, then for three turns it's the south, then two turns for the
west, and then everything gets hit pretty hard towards the end. Focus on
staying healed rather then killing and you will finish the chapter,
barely if you got unlucky.
Hard Mode Notes--Use the exact same tactics on Hard Mode. I advise giving
everyone plenty of ranged weapons depending on their position, and several
Vulneraries to keep everyone healthy. Surviving is key in this chapter on
Hard Mode, killing comes second.
~New Units Obtained~
Reyson--65% HP; 5% Strength; 30% Magic; 20% Skill, 20% Speed, 60% Luck;
20% Defense; 20% Resistance
The final Heron you obtain, Reyson is undoubtably the best one. He has the
quickest transformation time, allowing him to Vigor four units per turn,
and he has the largest movement. As with other Herons, put him to great
use, but don't be careless and let him get attacked. Quickest way for him
to die.
---------------------------------------------------------------------------
~4AA.Chapter 3-6; A Reason to Fight~
---------------------------------------------------------------------------
Victory--Defeat 46 enemies (36 on Easy)
Defeat--Micaiah or Sothe dies
Player Units--12 (Micaiah and Sothe forced)
Enemy Units--??? (??? on Easy)
Enemy Reinforcements--???
Bonus Experience--4500 Clear, 2250 Clear (10 turn time limit), Friendly
Army Fought (experience other units "gained" converted to Bonus Experience)
Items--Olivi Grass (enemy drop), Vulnerary (enemy drop)
Now you're back to playing as the Dawn Brigade for this chapter. Now that
Micaiah has promoted, she can wield staves and become a healer. That's
pretty much all she's ever going to be useful for. Also, if you got the
Beastfoe skill from chapter 1-4, put that on someone. If you put it on
Nolan, give him a Crossbow and watch him decimate everyone in this chapter.
Edward and Jill are also good picks.
Now, in this fog of war chapter you need to kill 46 enemies to clear. The
enemies are at a pretty low level, so this shouldn't be insanely hard if
you have some good units. Now, you have some good choices for where to put
your units.
On the right side of your island you can find something like this:
T
B
B
X
T
T
Where T's are fallen/dead trees and unpassable to the enemy, and the B's
are bushes. Have Nolan stand in the top bush, Zihark (preferably with a
Nolan support) in the lower bush, and Jill where the X is. Have Laura stand
behind them and provide healing for everyone.
For the northern chokepoint, look at this:
TT T
XX TT
Where the T's are still fallen/dead trees. The X's is where you should put
Sothe and Edward, or any other strong unit that won't get killed quickly
(Volug works too). The right X has an enemy there at the beginning, so be
careful. Have Micaiah stay in the middle area and heal both sides whenever
necessary.
The tigers are the biggest threat on this level due to their insane power
compared to the Dawn Brigade. Take them down first and keep yourselves
healed from their attacks.
Past that, just keep everyone healed and you'll reach your required amount
of kills within fifteen or so turns. Try to not equip weapons that can kill
a laguz in a counterattack (save for the Beastfoe user) because if you kill
one tiger, while taking 25 HP of damage, another tiger can attack you on
the same Enemy Phase and kill you. That's not fun. Avoid doing so.
Finally, the Black Knight appears at the end of turn 5. Unequip him and use
him as a great distraction tool to get enemies to attack someone else.
Replace Zihark with the Black Knight and you'll be all set.
Now, if you were unintellegent and attempted to raise a lot of characters,
then nobody will be second tier, in which case this chapter will be a
living hell for you. Do the same setup I advised, give everybody I mention
a level or two of Bonus Experience (promote Nolan for sure), and go to the
Bargain section of the Shop and buy the Beast Killer knife. Give it to
Sothe and have him kill a laguz each turn, then have whoever is next to him
trade it away from him. This way he doesn't kill consecutive enemies. You
don't want him doing that because Sothe will be attacked consecutively, and
he won't last more than two or three attacks with his stats. When the Black
Knight appears, spam him in the east to rack up all the kills.
Hard Mode Notes--This advice works perfectly on Hard Mode. You'll just
need to get a bit luckier in avoiding enemies. Abuse the Black Knight if
necessary.
---------------------------------------------------------------------------
~4BB.Chapter 3-7; Rivals Collide~
---------------------------------------------------------------------------
Victory--Survive for 12 turns
Defeat--Ike or Ranulf dies
Player Units--10 (Ike and Ranulf forced)
Enemy Units--49 (47 on Easy)
Enemy Reinforcements--Two (one Dragonmaster in the southeast and northwest
areas of the map) on the end of turn 3, two soldiers near Micaiah at the
end of turn 4, one Dragonmaster on the western side of the map at the end
of turn 5, three enemies near Micaiah at the end of turn 6, five enemies
(two Dragonmasters in the southeast corner, three units near Micaiah) at
the end of turn 7, two soldiers near Micaiah at the end of turn 9
Bonus Experience--5000 Clear, Friendly Army Fought (experience other units
"gained" converted to Bonus Experience)
Items--None
This is an extremely simple map. If you do nothing almost no enemies will
even bother attacking you. But, there's a lot of them, and the experience
is great, so I'm sure you'll go ahead anyways. Be alert that Paladins can't
cross water, so they won't be able to do much in this chapter.
As your strong units cross the river, be careful of Dragonmasters that can
skip by and kill your healers, or an untransformed Ranulf if you aren't
using him. Janaff and Ulki will appear as Other units at the end of the
first turn. Talk to them with Ike to use them in this chapter. If they
die before you talk to them, or you don't talk to them at all, they will
still join you in the next chapter.
And remember, any Dawn Brigade units you kill in this chapter will simply
retreat and won't die for real. So, go crazy killing those craptastic units
even though you'll get, maybe, 5 experience points from them.
Once you reach the southeast island, many enemy units near Micaiah will
start seeking you out. Stay on the island for the remainder of the 12 turns
and you'll be just fine. Be alert--the Black Knight will move towards you
on turn 10...but he's killable. If Haar has a Hammer and enough Speed to
not be doubled, he can kill off the Black Knight. Pretty funny. Nothing
special happens if you do, though.
However, there's something special in this chapter. If you are playing on
the clear data of a file, you can recruit a certain character at the end of
the game if you have Ike fight the Black Knight. You don't have to kill
him (infact, if you do kill him you won't get the character), just intiate
a fight between the two. Ike needs 27 or more Speed to avoid getting
doubled, and subsequently raped, by the Black Knight. After they fight, use
Haar to rescue Ike and run away from the Black Knight before he kills
someone else. Also, you only unlock this character if the Black Knight was
also put on the map back in Part 1 Endgame.
Hard Mode Notes--Don't rush through the southeast island because you could
get swarmed by strong units and someone could die. Stay in the water of the
middle island and let enemies come to you and kill them all off. Use a Haar
rescue to save anyone close to being killed if necessary.
~New Units Obtained~
Janaff--55% HP; 40% Strength; 15% Magic; 45% Skill, 25% Speed, 50% Luck;
35% Defense; 10% Resistance
Janaff is a pretty good unit. He has fair growths, but his evasion isn't
insane, so Wind mages and archers will destroy him in one shot a bit more
often then Ulki.
Ulki--65% HP; 25% Strength; 30% Magic; 25% Skill, 40% Speed, 35% Luck;
30% Defense; 25% Resistance
Considered the greatest non-royal laguz, Ulki is one laguz that won't let
you down. He takes a little time to transform, but is able to stay that way
for quite an amount of time as long as you refill the meter every now and
then. He has crazy stats and an evasion rate other characters envy. Don't
be afraid to use him if you wish.
---------------------------------------------------------------------------
~4CC.Chapter 3-8; Incandescent Glow~
---------------------------------------------------------------------------
Victory--Rout enemy
Defeat--Ike or Ranulf dies
Player Units--12 (Ike and Ranulf forced)
Enemy Units--38 (34 on Easy)
Enemy Reinforcements--Two soldier near the southeast corner at the end of
turn 5, two mages in the southwest corner at the end of turn 6, two
generals behind Septimus when you get within range of the boss
Bonus Experience--5500 Clear, 2750 Turns (20 turn time limit)
Items--Crossbow (enemy drop)
You're stuck in a lava filled cave for this chapter. Now, note how in
several areas of the level the floor is dark red. Anyone who stands here
will receive 10 damage at the beginning of a turn. This includes enemies
(who make no effort whatsoever to avoid them). Use them to your advantage.
At the beginning split your group into two. Have two or three units head
east while the rest go south. The southern group will face a lot more
enemies a few turns into the chapter, so keep that in mind.
By this chapter (on Normal at least) several of your characters should be
close to promoting, or have already reached third tier in the previous
chapter. Continue working on that. Give anyone who isn't third tier, or is
very close to it, as much experience as possible. Third tier units are
killing machines. If Ike is level 20, stop using him entirely. He has a
story-drived promotion, so stop using him unless you absolutely need to.
You can de-equip him to lure foolish enemies into attacking him for little
damage if you want.
Continue your sweep as you make your way south down the map. Once you reach
the middle of the map, regroup everyone together. Kill everything that is
harding towards you, then tackle the eastern side. Several reinforcements
appear here, so it's best to kill them as they appear.
Once you reach the area with the boss you will need to be careful.
Reinforcements appear behind him as you get near him, and those Dark mages
are extremely powerful. Try to get the first strike on them and kill them
in one shot if possible--taking damage now can be costly.
The boss has a lot of Defense, HP, and health restoring items. Gang up on
the coward and take him down with two or three units as necessary. Or, boss
abuse experience and allow him to heal to squeeze as much experience as
possible from him. Occasionally Septimus will just run away from you like
a pansy. Use Haar to chase him down if you must.
Hard Mode Notes--Nothing particularly hard about this chapter. If you
really need to, keep everyone together and work right-left-right down the
map. Take your time--with such few reinforcements, there's no rush.
---------------------------------------------------------------------------
~4DD.Chapter 3-9; Marauders~
---------------------------------------------------------------------------
Victory--Defeat boss
Defeat--Geoffrey dies
Player Units--7 (Geoffrey forced)
Enemy Units--21 (18 on Easy)
Enemy Reinforcements--Two soldiers at the southeast corner at the end of
turn 1, three enemies at the starting point at the end of turn 3, two
soldiers at the southeast corner at the end of turn 5, two soldiers in the
northeast corner at the end of turn 6, two soliders at the southeast
corner at the end of turn 7 and 8, two in the northeast corner at the end
of turn 9
Bonus Experience--6000 Clear, 3000 Turns (10 turn time limit), 100 per
house lit on fire but not burned upon completion, 1000 per non-destroyed/
ignited house, Friendly Army Fought (experience other units "gained"
converted to Bonus Experience)
Items--Steel Lance (enemy drop), Hand Axe (enemy drop), Speedwing (enemy
drop)
Note--Before this chapter starts, take off Geoffrey and Astrid's Paragon
skills and hand them over to Danved (actually put the skill in his
inventory, not as one of his own skills). Danved joins Ike's team soon, and
Ike's group can benefit greatly from Paragon.
You're back to using the Crimean Royal Knights (don't worry--this is
their only chapter in Part 3). All you gotta do is kill the boss. However,
this time you can't rip through units. Geoffrey and Kieran will be the
only worthwhile units in this chapter.
Put the allies on Halt and wait near the start to kill all of the units
near you before moving to the middle of the map. Enemies will set the
houses on fire, burning them to the ground in three turns. If you stand
next to a house and choose "Extinguish" you put out the fire. You'll get
Bonus Experience at the end for each undestroyed house, and some for those
that didn't burn down but were lit on fire.
Only Kieran and Geoffrey can do much in this level, but they will both
take lots of damage. Keep Vulneraries on hand to heal them up. Enemies
appear at the starting point as reinforcements later on, so be careful.
Take your time through the level. Reinforcements you don't get within
range off will merely gather in the northeast corner of the map. You can
take them down one by one when you reach that point (which may take dozens
of turns if you need to kill everyone to ensure your survival).
Hard Mode Notes--Take your time and lure enemies out one by one. This level
doesn't give a ton of Bonus Experience for turns so you can afforf wasting
it. Just take your time and move on to Ike's group again. And stuff
everyone with Vulneraries just in case. You never know when a fluke
critical is going to kill someone.
---------------------------------------------------------------------------
~4EE.Chapter 3-10; The Heart of Crimea~
---------------------------------------------------------------------------
Victory--Rout enemy
Defeat--Ike or Ranulf dies, Elincia dies
Player Units--14 (Ike and Ranulf forced)
Enemy Units--48 (43 on Easy)
Enemy Reinforcements--Two Paladins to the south at the end of turn 2 and 3
Bonus Experience--6500 Clear, 3250 Turns (10 turn time limit), 200 per
surviving Crimean Royal Knight
Items--Silver Bow (boss drop)
As with the chapter against the Dawn Brigade, if any of your units on the
Crimean Royal Knights get killed they are not "dead" for good. Except
Elincia. She's a stupid bimbo who will enjoy getting killed easily since
there's a ton of archers and she's riding a pegasus.
In order to protect the royal idiots, you'll need to split your team up.
Send three or four units down the southern path while everyone else heads
north to guard the royal knights. These enemies are all extremely easy to
kill, and since everyone should be promoted or close to it, you'll easily
overpower them unless you get surrounded by several units at once.
The real problem with this mission isn't the enemies, but rather Elincia's
stupidity. See, not only is the boss a bow user, but so is almost everyone
around him. So, Elincia shouldn't wander near the boss, right? Well, her
and her posse of units travel across the field in three distinct sections.
The first always happens at the beginning--everyone moves a bit north of
your starting position, surrounding Elincia as best as possible.
The second phase occurs when no more units are near the royal knights.
They will continue east and attract the attention of a bunch of units. You
will need to kill them all off quickly to avoid Elincia's death. Once they
are all dead, the final phase occurs where Elincia and the remaining
knights move...right for the boss and his bow using cronies.
By this time the southern forces need to wrap up their killing spree and
rush for Elincia's group and kill every single bow user. If you can't do
so, position your units infront and to the side of Elincia so no bow user
is able to attack her. That'll be your only choice if it occurs.
Be careful of ranged magic users to the south. They aren't strong and have
horrible accuracy, so they likely won't even be a problem. The sense of
urgency in this chapter is quite high due to how critical it is to protect
a complete idiot. If you're having trouble, then stall on the northern
front. Don't kill enemies, but keep Elincia protected. It will slow the
advance of the royal knights, allowing the southern front more time to
catch up to them.
Hard Mode Notes--Urgency is still a problem here. Abuse every character to
their fullest, and even if Ike has hit level 20 (and at this point in Hard
Mode that isn't too likely), keep using him to stall Elincia's move. At
this point in time you should be seeing your units promote, or be on the
verge of doing so at the end of the chapter. Make the most out of the units
here.
---------------------------------------------------------------------------
~4FF.Chapter 3-11; Just Cause~
---------------------------------------------------------------------------
Victory--Seize
Defeat--Ike, Ranulf, Sigrun, or Tanith dies, Tibarn dies
Player Units--12 (Ike, Ranulf, Sigrun, and Tanith forced)
Enemy Units--50 (46 on Easy)
Enemy Reinforcements--Two Dragonmasters in the northeast corner at the end
of turn 6, four enemies in the northeast corner at the end of turn 8
Bonus Experience--7000 Clear, 3500 Turns (10 turn time limit), Friendly
Army Fought (experience other units "gained" converted to Bonus Experience)
Items--Aqqar (boss drop), Horseslayer (enemy drop)
No...not again! Remember the bridge chapter in Path of Radiance? This is
the same bridge, but now you're going the opposite direction. The annoying
pitfalls are still here. Midway through the bridge you'll come to a point
where pitfalls completely hinder progress. That's where Tanith and Sigrun
come in. Use them to transport units across that are of pitfalls.
However, there's a trick. If you place a flying unit (like Haar) over an
undiscovered pitfall, units can pass through Haar and not set off the
pitfall (obviously because you'd have two units on one space--and
impossiblity). The main group of pitfalls you should use Haar to make the
rest of your army pass over unhindered is the fourth set of sandbags on the
bridge, arranged like so:
P
P
B
S
S
P
S
S
Where the S's are the sandbags, the B is the shine barrier spot, and the
P's are pitfalls. Unless you wait 8 or so turns for the barrier to
disappear, place Haar above one of the pitfalls and have everyone move
through him. By the way, three enemies have shine barrier items that can't
be moved through by any unit. They disappear eventually, but not until long
after you've passed them.
After passing the second set of sandbags with any unit, Tibarn and Leanne
show up. Leanne is under your control, while Tibarn and his two partners
are partner units. Have them target the far left wall. You don't want them
sucking up your experience.
Past the halfway point on the bridge are a lot more units, but also four
stone ballistas. They are absurdly weak, and anyone with decent Defense
shouldn't take any significant damage from them. Keep Mist handy incase
anyone takes a lot of damage from the large amount of troops, and keep
moving across the bridge. You'll fall into pitfalls now and then, but
there aren't a lot past the halfway point (only three, actually, and two
are infront of a pair of Wind mages standing two spaces from eachother).
Other then this, keep moving across the bridge. Kill the ballista users as
quickly as possible, and you should be able to finish this chapter with
relative ease.
Hard Mode Notes--Still nothing new to report here. Rush across the bridge
and kill everything in sight. Even with stronger enemy units, your team
should be able to easily kill everything in sight.
~New Units Obtained~
Sigrun--40% HP; 45% Strength; 10% Magic; 70% Skill, 25% Speed, 70% Luck;
10% Defense; 50% Resistance
With bad base stats and growths, Sigrun is a completely useless unit. She
is good for transporting units over those pitfalls, but she can't do much
else with those stats. Also, archers destroy her in an instant.
Tanith--35% HP; 55% Strength; 15% Magic; 75% Skill, 40% Speed, 35% Luck;
40% Defense; 30% Resistance
Tanith is just as awful as Sigrun, if not slightly worse. I have nothing
else to say about her because she is quite horrible at this point in the
game where you should have the majority of your team promoted.
---------------------------------------------------------------------------
~4GG.Chapter 3-12; The Price~
---------------------------------------------------------------------------
Victory--Defeat 40 enemies (30 on Easy)
Defeat--Micaiah, Sothe, or Tauroneo dies
Player Units--13 (Micaiah, Sothe, and Tauroneo forced)
Enemy Units--76 (76 on Easy)
Enemy Reinforcements--Two Pegasus Knights in the northwesr corner at the
end of turn 4
Bonus Experience--7000 Clear, 3500 Turns (10 turn time limit) Friendly
Army Fought (experience other units "gained" converted to Bonus Experience)
Items--Steel Poleax (enemy drop)
Your objective is to once again kill a whole bunch of enemies. Fortunately,
not all 76 baddies are going to rush you at the start. Turn the AI on Halt.
If you let them roam, you actually WILL get every enemy busting on you. It
makes the chapter much harder.
Next, have every character move towards the northwest corner of the map
near Tauroneo. The easiest way to complete this mission is to abuse
computer stupidity. When everyone has gathered in the northwest corner,
wait for all of the enemies from the east to come towards you. There will
be about 15 or so of them, so have your strongest members up front (Nolan,
Edward, and Tauroneo work well) to kill them off. It will take some time,
and you'll need careful unit placement to prevent anyone from getting
killed. Use Jill to reach out, attack, and run back while Nolan and Edward
soak up the kills on the front line.
Now for the cheap part to get the rest of the kills. See those ledges
below the halted archers? Enemies will continue to try climbing them
despite knowing they can't climb to the top with the archers in the way.
However, you want experience, not the archers. You gotta move the archers
without using the Target command as both will move before the enemy, and
then enemies flood above the gaps and attack you, causing trouble.
Instead, have Tauroneo rescue an archer, make Volug Take the archer and
set him down somewhere else, then have someone with a ranged weapon take
his place. There you go, you're up there with a 100% hit chance while the
enemies will be lucky to pass 10%. Simply be careful of enemy pegasus
knights as you are busy doing this. They can easily fly around and kill a
weak unit. Luckily there's very few of them.
Repeat the process for the second archer, then just spam computer
stupidity until you win. If you try to normally go south at the start, it
is still possible, just a lot more difficult. When you have your group in
place at the ledges, make the rest of the allies suicide with the Target
command to free up some space. When everything attacking east is dead,
you've pretty much won the chapter.
Hard Mode Notes--Definately use the ledge technique. It provides the safest
victory. If you happen to have any godly units (and that's possible since
my Jill was godly), abuse the hell out of them. If not, then play it safe
the entire time.
---------------------------------------------------------------------------
~4HH.Chapter 3-13; Blood Contract~
---------------------------------------------------------------------------
Victory--Hold line for 12 turns or Defeat boss
Defeat--Micaiah, Sothe, or Tauroneo dies, defense line is passed by any foe
Player Units--13 (Micaiah, Sothe, and Tauroneo forced)
Enemy Units--29 (29 on Easy)
Enemy Reinforcements--Three enemies appear out the southeast or southwest
doors at the end of almost every turn. However, three laguz appear out of
the east doors at the end of turn 3, and three out of the west doors at
the end of turn 7
Bonus Experience--8000 Clear Friendly Army Fought (experience other units
"gained" converted to Bonus Experience)
Items--Olivi Grass (enemy drop)
See the pulsating green line around the upper area of the castle? If any
enemy passes it, you fail the chapter. Also, Micaiah can't go past the line
herself, so she's worthless for this chapter.
Now, a ton of laguz will be rapaging through your allies in several turns,
and you've about three or four turns to prepare you defenses. First, the
southern gaps. It is three wide and will receive the most action. Have
everyone that defends it equipped with ranged weapons to attack laguz below
the gap. I prefer Edward on the left, Nolan on the right, and Tauroneo in
the middle.
Use a full party in this chapter and make the useless units guard gaps in
the northern end of the castle, as well as the left sides. As for Jill, you
will need her to kill the hawks that will easily bypass your forces and
go through the line. That's no good.
Unless you have someone who has godly stats, you'll be standing still for
12 turns. Defeating Ike isn't the easiest of tasks, but it can be if you
have a good unit. Use Laura and the Sleep staff to put him to sleep, then
rush at Ike with a strong unit. He'll be killed easily if you can actually
do decent damage to him. Edward with a Brave Sword (and who's a Trueblade)
can kill Ike by himself.
But if you don't, then just defend. The biggest concern is obviously the
hawks, but there won't be too many of them. Kill them as soon as possible.
They pose a threat to every weak unit that is defending. And remember,
Nolan + Beastfoe + Crossbow = Killing machine
On turn 11 Ike will start moving. The rest of the Greil Mercenaries show
up too, and they'll move towards you bringing a pain of destruction upon
all who oppose them. On turn 12 you should move everyone out of Ike's
path as possible, while keeping everyone else safe from the laguz that will
also move to attack you. Don't worry about Nailah--she won't attack anyone.
Also, on turn 8 feel free to put the NPC's on Roam. You'll get to witness
the 3-13 Archer in action--he's a Sniper who was manning one of the
Ballista (that hopefully is out of ammo). He'll jump off a ledge and into
a pit with the three laguz reinforcements, and for some reason he will kill
all of them taking almost no damage. He's an absolute beast. And if he
somehow dies, it was all in the name of protecting the green line. Salute
him and his deeds.
Note--On your second playthrough and onward you can choose to refuse
Pelleas' command to kill him. If you do, you'll recruit him later in Part
4.
Hard Mode Notes--You may NOT want Beastfoe as, because you are at a lower
level, you'll be killing so many laguz that after a few consecutive shots
you'll take two or three hits, killing Nolan. Since you shouldn't have been
using Edward on Hard Mode, substitute Jill for him instead. Abuse the Sleep
staff if necessary.
---------------------------------------------------------------------------
~4II.Part 3 Endgame; From Pain, Awakening~
---------------------------------------------------------------------------
Victory--80 total units killed
Defeat--Ike, Ranulf, or Sigrun dies
Player Units--12 (Ike, Ranulf, and Sigrun forced)
Enemy Units--84 (67 on Easy)
Enemy Reinforcements--Groups of four Paladins appear in either the
northwest or southeast corner at the end of almost every turn. Because
these units never appear near you, they are of little to no concern (you
won't be reaching either corner by the time the chapter ends).
Bonus Experience--10000 Clear, 5000 Turns (10 turn time limit) Friendly
Army Fought (experience other units "gained" converted to Bonus Experience)
Items--None
This is a fun chapter. The glowing blue thing in the top right corner? That
is a death counter. Any time a unit dies--whether yours, an ally's, or an
enemy, it will increase. Once it hits 80 the chapter will end. Pretty
tense, huh?
There is only one possible difficult part about this chapter--the Dawn
Brigade foes. If you have a badass Edward or Nolan, getting far in this
chapter will be hell because they will probably be impossible to kill. If
you can, simply stay out of their range and they won't bother you much.
Jill can be recruited by talking to her with Haar, so if she's too
powerful just bail out and get her to join your group.
Don't worry about your allies. Skrimir and Tibarn will get a bunch of kills
for you to make this chapter end quickly. You should assist in any way
possible. Not to mention that at your levels the enemies won't be giving
much experience anyways.
Not much to say about this chapter. Dodge Dawn Brigade members that pose
a threat, and kill anyone else who gets in the way. 80 kills is
surprisingly quick to reach, and it'll likely only take 6 to 8 turns to do
so.
Note--Ike promotes after this chapter. Ensure that he's level 20 by the end
of it (he probably rammed it quite some time ago, though).
Hard Mode Notes--Use this chapter as the final push to get everyone to the
third tier. If everyone's already there, then cruise through as many units
as you can and level up as much as possible. You'll want to be as highly
leveled four part 4 as you can.
---------------------------------------------------------------------------
~4JJ.Part 4 Overview~
---------------------------------------------------------------------------
Part 4 is the final section of the game where all of your units combine to
stop the goddess from destroying the world. First order of business,
though, is to split everyone into three teams. Each team will be tackling
two chapters. The first is a relatively calm chapter with not a ton of
units and minimal reinforcements, while the second chapter is the complete
opposite.
After those chapters you will hit the Endgame. You can only choose 10
characters for the Endgame, excluding Ike, Sothe, Micaiah, Sanaki, Ena,
and Kurthnaga. One Heron of your choice is added to the 10. These ten units
should be your best, and try to vary the types of weapons used. An archer,
lancer, swordsman, and axe wielder (at least one of each) is preferred. If
you don't have a total of ten great units, you'll have access to the laguz
royals and can stuff them into your team instead.
First, you need to divide your teams up. Here's what I advise for each
team:
Silver Army--Haar, Edward, Jill, Nolan (Micaia, Sothe, Leanne, Skrimir, and
Sigrun are locked to this team)
Greil Army--Shinon, Gatrie, Oscar (Ike, Mist, Nailah, Rafiel, Titania, and
Soren are locked to this team)
Hawk Army--Nephenee, Ulki (Tibarn, Reyson, Ranulf, Elincia, Lucia, and
Tauroneo are locked to this team)
Make sure most fliers are on the Silver Army. Have a few for the Hawk
Army, though.
You have access to only the items of the teamates on each team, not
everyone, before each chapter. Plan wisely. Everyone gets a laguz royal so
you have some manuvering room.
---------------------------------------------------------------------------
~4KK.Part 4 Prologue; Chaos Named~
---------------------------------------------------------------------------
Victory--Rout enemy
Defeat--Micaiah or Sothe dies, Sanaki dies
Player Units--15 (Micaiah, Sothe, Sanaki, Sigrun, Skrimir, and Naesala
forced)
Enemy Units--38 (39 on Easy)
Enemy Reinforcements--Four Paladins (two in the northwest and southeast
corners) at the end of turn 1, three Paladins in the southeast corner at
the end of turn 2, then in the northwest corner at the end of turn 3, and
again in the southeast corner at the end of turn 4, and then in the
northwest corner at the end of turn 5, three enemies (Bishop near the
middle of the map, swordsman in the northwest corner, and a swordsman at
the starting position) at the end of turn 6, two Bishops (one in the north
border of the map, one in the center) at the end of turn 7, three Paladins
in the northeast corner at the end of turn 9, then two more at the end of
turn 10
Bonus Experience--2000 Clear, 1000 Turns (10 turn time limit)
Items--None
You have two entrances to your base, and you'll want to stick around there
and wait for all of the reinforcements to finish before killing everything
else on the map. Position Naesala, Skirmir (use a laguz stone) and Nolan
at the southeast entrance while Haar and Edward or Jill take the northern
entrance. Keep them healed with Micaiah and Laura.
Despite very high evasion rates, Naesala still has a small chance of being
hit by archers or Crossbows. If one hits him he is likely going to be
killed.
Remember--there are an insane amount of reinforcements on these maps. This
fight will take quite a while because you probably won't finish while
reinforcements are still appearing. Once they all stop, go ahead and kill
as fast as you can to hopefully receieve a little amount of Bonus
Experience for finishing in a decent amount of time.
Also, this is supposed to be training for all of your units. Don't just go
around killing with Naesala. You can, but you're missing out on a ton of
experience that the rest of your team could be earning.
Keep everyone healed. It is, surprisingly, very easy to overestimate the
power of these enemies. If a single character gets swarmed they can easily
die. Be quite careful, and again, keep them healed. Naesala has pretty low
defenses himself, and will take a lot of damage if his high evasion fails
him.
Note--Sothe promotes at the end of this chapter. Get him to level 20 if you
are actually using him (and I'm doubtful of that).
Hard Mode Notes--Use only your Endgame team units in this chapter. Don't
use Naesala whatsoever-he doesn't need that experience.
~New Units Obtained~
Naesala--40% HP; 45% Strength; 15% Magic; 30% Skill, 45% Speed, 55% Luck;
15% Defense; 35% Resistance
Naesala has the best evasion of all the royals, but he's the worst overall.
Later in the game he won't be able to kill everything in one shot, making
him less then great. Useful for a while, but not Endgame worthy.
Skrimir--90% HP; 35% Strength; 5% Magic; 35% Skill, 25% Speed, 20% Luck;
50% Defense; 5% Resistance
Skrimir isn't quite a laguz royal, but he's still pretty powerful. He has
a long period to wait before he can transform, but can be a frontline
attacker for about a dozen or so turns.
Sanaki--70% HP; 40% Strength; 60% Magic; 60% Skill, 35% Speed, 55% Luck;
30% Defense; 50% Resistance
She's a late appearing magic user, and her heavy tomes, low Strength, and
lower Speed ensures she won't be doubling anyone. There's nothing real
special about her stats, and if you've already been training another magix
user (like Soren) then they are likely already much better than Sanaki.
---------------------------------------------------------------------------
~4LL.Chapter 4-1; Road to the Empire~
---------------------------------------------------------------------------
Victory--Rout enemy
Defeat--Ike dies
Player Units--12 (Ike forced), 15 on Hard
Enemy Units--67 (45 on Easy)
Enemy Reinforcements--???
Bonus Experience--2500 Clear, 1250 Turns (10 turn time limit)
Items--None
This fog of war map can be fairly annoying. First off, you'll want to start
leveling up Ike now. He's completely badass, and he MUST be at a decent
level by the Endgame for very specific reasons.
To start, place Ike and Shinon at the southern entrance. They'll take care
of just about everything. By the way, don't expect Aether to be awesome.
Excluding Bane, it's the worst mastery skill. It won't be able to kill
everything in one shot, and if Ike's Skill is maxed out he'll have about a
17% chance of activating it. Not too good.
Place Nailah and Titania at the west wall, near the sandbags that are
breakable. Place Oscar and Gatrie at the east entrance. Reinforcements will
appear mainly in that area, and a few to the east. A few also spawn in the
north end of your base, so be careful if you're keeping Mist and Rafiel
there.
You'll just need to stay still for 10 turns (reinforcements fortunately
stop coming after turn 10). Once foes stop attacking you, and you don't
here the sound of reinforcements appearing, spread out and comb the rest
of the map. Have Nailah and Titania comb the west side, Shinon and Ike
head south, and Gatrie and Oscar go through the east side. There are no
units in the southwest corner (they get reinforcements there, but by the
time you start getting to that area none will be left), but the boss and a
bunch of Generals and Pegasus Knights are also hanging around her. Regroup
your strong forces and take them all down in two or three turns. If you
combed all of this relatively small map, you'll have finished pretty
easily.
Reinforcements around the boss appear at the end of turn 11, the time you
should be getting near the boss to begin with. Be careful, and kill them
all as soon as possible.
Hard Mode Notes--Simple chapter. Go to town with Titania, Gatrie, Shinon,
and especially Ike. Using them, it's an insanely easy chapter. Just keep
Mist and Rafiel safe.
---------------------------------------------------------------------------
~4MM.Chapter 4-2; Silent World~
---------------------------------------------------------------------------
Victory--Rout enemy
Defeat--Tibarn or Elincia dies
Player Units--12 (Tibarn and Elincia forced), 15 on Easy
Enemy Units--52 (52 on Easy)
Enemy Reinforcements--Wind mage at the center of the map at the end of
turn 1, one enemy at the starting point at the end of turn 4 and 5, two
Paladins in the southeast corner at the end of turn 6, four at the end of
turn 7 (three in the northwest corner, one at the starting point), two at
the end of turn 9 (one at the starting point, another Paladin at the
southeast corner), four enemies at the starting point at the end of turn
11, four enemies at the southeast corner at the end of turn 12
Bonus Experience--3000 Clear, 1500 Turns (10 turn time limit)
Items--Valaura (boss drop), Coin (enemy drop), Coin (enemy drop), Panacea
(enemy drop)
Have Tibarn and Nephenee split up and tear through this level. There are a
ton of reinforcements, but it's nothing you can't handle. Plus, more
experience for Nephenee! Although, you can also increase Elincia's level by
having her attack. She's the best healer for the Endgame, so I advise
letting her get some attacks. Just keep her with Tibarn so she isn't
singled out.
At the end of the first turn, if it's your second playthrough and you
spared Pelleas, he'll join you. He's a decent Dark magic user, but at a low
level. Defend him.
Keep Tibarn near the start so that he can kill the reinforcements that
will occasionally pop in there.
If you didn't bring Nephenee with you in the Hawk Army, have whatever
insanely powerful units that take next to no damage go out and kill
everybody. With a wide open map such as this, you have plenty of room to
manuver your units around. But, well, Nephenee is capable of soloing the
entire map herself. Give her Imbue if you don't think so. She can!
Hard Mode Notes--Nephenee abuse. Strong unit abuse. Tibarn abuse if you
must. It's one of the easier Endgame chapters. Of course, you have amazing
units like Nephenee here, so... (And Elincia abuse whenever possible!)
~New Units Obtained~
Tibarn--75% HP; 40% Strength; 5% Magic; 10% Skill, 20% Speed, 40% Luck;
40% Defense; 15% Resistance
One of the best laguz royals, Tibarn isn't going to let you down. With
Speed that allows him to double everything in the game, save I believe one
boss at the end of the game (if you didn't pump him up with BEXP), he's not
going to let you down. Just don't abuse him too much here.
Pelleas--35% HP; 25% Strength; 55% Magic; 45% Skill, 60% Speed, 40% Luck;
30% Defense; 45% Resistance
Pelleas comes in at second tier when you get him, so although he won't be
doing much damage, he has a lot of room to grow. That's good, and as the
only Dark magic user, he's quite useful. He'll ram his Speed cap pretty
quickly, double many enemies after promotion, and with decent Defense he
can take a hit if necessary. Use him if you wish, but if you don't plan on
bringing him to the Endgame then don't bother.
---------------------------------------------------------------------------
~4NN.Chapter 4-3; Distortions~
---------------------------------------------------------------------------
Victory--Rout enemy
Defeat--Micaiah or Sothe dies, Sanaki dies
Player Units--15 (Micaiah, Sothe, Sanaki, Sigrun, and Skrimir forced)
Enemy Units--58 (56 on Easy)
Enemy Reinforcements--Two Dragonmasters in the southwest corner at the end
of turn 4, two enemies in the southwest corner at the end of turn 6, three
enemies in the south at the end of turn 7, two enemies to the east of the
starting point at the end of turn 8, three in the southwest corner at the
end of turn 9, three in the south at the end of turn 10, three
Dragonmasters at the starting point at the end of turn 13, five enemies at
the south point of the map at the end of turn 14, two foes near the boss
at the end of turn 15
Bonus Experience--3500 Clear, 1750 Turns (12 turn time limit), Friendly
Army Fought (experience other units "gained" converted to Bonus Experience)
Items--Concoction (enemy drop)
A desert map. You thought we'd go the whole game without one, huh? This is
why Haar and Jill are critical to this team. Them and Naesala are the only
ones who can really be doing any killing on this map. Don't go attacking
enemies right at the start, though. Have Micaiah and Laura equip Restore
staves and keep them put. Two foes near Lekain will use an Elsleep and an
Elsilence staff, usually on your healers or Skrimir. The Restore staff
will cure the Silence of the holder immediately. Quite useful.
After their two uses have run out, then start going around killing
everything with Haar. Keep Naesala back at the beginning. Several
reinforcements appear there at the beginning, and it is important that they
get killed so your weak units that are kept there aren't killed instead.
Once you get halfway across the map, the Black Knight will appear the help
you yet again. He can only move two spaces per turn, so don't expect him
to be a huge bit of help. You'll want to get that experience before he
gets if instead. Hurry up!
There's a fair bit of reinforcements on this map, and only the ones who
appear at the starting point will be a threat due to the odds you stuffed
all of your weak units over there. Keep Naesala there to kill one of them
off at the very least, and use your units together to kill the rest.
Finally, place the cursor in the top-right square and count thirteen spaces
south, then one left. Place Micaiah there to recruit Stefan. He's a decent
last-minute Trueblade if you don't have any other good ones. But really,
grab that Vague Katti SS ranked sword and ignore him.
Hard Mode Notes--If you're using Haar like you should, ensure he has a
Nullify skill attached so Thunder mages can't do much to him. Keep Haar
healed as a bunch of mages can gang up on him and kill him. Abuse Naesala
as necessary. Not an insanely hard chapter, but rather a tedious one.
~New Units Obtained~
Stefan--55% HP; 50% Strength; 20% Magic; 60% Skill, 60% Speed, 15% Luck;
40% Defense; 50% Resistance
Stefan is the final Trueblade in the game, and he's subpar. Edward and Mia
far outclass him if you've got them as Trueblades already. If you need a
sword user and aren't using one, consider Stefan. Otherwise, stick to who
you have.
---------------------------------------------------------------------------
~4OO.Chapter 4-4; Revelations~
---------------------------------------------------------------------------
Victory--Rout enemy
Defeat--Ike dies
Player Units--15 (Ike, Tormod, Muarim, and Vika forced), 18 on Easy
Enemy Units--60 (56 on Easy)
Enemy Reinforcements--Three enemies in the east at the end of turn 4, four
enemies in the northwest corner at the end of turn 6, three enemies in the
east at the end of turns 7 and 8, four enemies a little east of the
starting point at the end of turn 10, eight enemies at the end of turn 11
(four north of starting point, four slightly east), twelve at the end of
turn 13 (four north of starting point, four slightly east, four a bit
farther east), twelve at the end of turn 14 (eight north of starting point,
four slightly east)
Bonus Experience--4000 Clear, 2000 Turns (10 turn time limit)
Items--Tempest Blade (enemy drop), Door Key (enemy drop), Chest Key (enemy
drop), Statue Frag (chest), Blizzard (chest), Red Gem (chest), Blue Gem
(chest), Arbalest (chest), Fortify (chest)
This will be a very, very long map. Not only are there a ton of starting
units, but nearly that amount of reinforcements as well. First, if Heather
is on your team, make sure she's on the map. Keep her protected the entire
time as you'll be needing her later.
And look, it's Vika, Tormod, and Muarim! After being missing for almost
the entire game they decide to turn up their now worthless faces. Protect
them or have them commit suicide, it really makes no difference. There's no
way you can realistcally use any of them at this point in the game.
For the rest of your group, stay at the beginning and form a wall with
Rafiel, Mist, and Heather behind it. You'll be wanting to stay here until
all of the reinforcements stop coming. Almost all of them appear near the
starting point anyways, so it's not like you'll be missing anything.
Regardless if you follow this advice or not, you'll be swarmed by enemies
towards the tenth turn. Any weak units (Mist, Rafiel) will easily be
killed. You must protect them if you start wandering around the map.
The final two waves of reinforcements are the worst. Be very careful of
the Meteor wielding mage (keep Rafiel and Heather safe by rescuing them
with someone), then kill off the waves. You can start going crazy on turn
15--nothing shows up past that.
However, note that there are three hidden rooms in this map. One north of
the starting point, and two in the northeast corner. Break open the doors,
kill the revealed enemies inside, and let Heather grab the contents of
those chests. Make sure you get the Fortify staff from the northeastern
most room! It's very important in the Endgame.
Just sweep through the rest of the map, working right to left to right as
you go northwards. Not very hard after reinforcements stop coming. If you
want to recruit Oliver, put Rafiel in his movement range. Oliver will walk
up to Rafiel and recruit himself onto your team. Uh...yay?
Hard Mode Notes--Stay at the beginning a just wall off the units as you
normally would. Nothing really changes on Hard Mode here except for you
earning less experience. With so many enemies, you can easily gain a lot
of levels anyway.
~New Units Obtained~
Oliver--65% HP; 55% Strength; 35% Magic; 35% Skill, 45% Speed, 30% Luck;
30% Defense; 20% Resistance
Oliver is a decent light mage. If you want him, use him. He's far better
than a relatively untrained Micaiah.
---------------------------------------------------------------------------
~4PP.Chapter 4-5; Unforgivable Sin~
---------------------------------------------------------------------------
Victory--Defeat boss
Defeat--Tibarn or Elincia dies
Player Units--12 (Tibarn and Elincia forced), 18 on Easy
Enemy Units--55 (51 on Easy)
Enemy Reinforcements--Each turn Izuka will summon four random laguz on each
space adjacent to him. He only does this if he doesn't use his Rewarp
staff, though. Turn 25 is the last turn he can ever summon. After that you
can freely attack him.
Bonus Experience--5000 Clear, 2500 Turns (10 turn time limit)
Items--Balberith (boss drop)
This chapter is an absolute gold mine of experience. Izuka will summon four
random laguz around him at the end of each turn. He'll do this 25 times
total. He also has a Rewarp staff, making it difficult for Tibarn to solo
the entire chapter. You wouldn't want him doing that anyways--everyone else
you plan on taking to the Endgame should grab experience.
Also, in the Bargain section of the shop is a Birdfoe skill you can buy.
Quite useful on this chapter for obvious reasons. Really, just stick your
units in bushes and you should be able to kill everything that attacks you
in one shot, except for dragons. They have insane Defense and HP, not to
mention can attack at a two space range. Be careful around them even though
they have a low hit rate.
Once you've soaked up all the experience you wish, it's time to kill Izuka.
Place one unit on the eastern island, one on the southern, and Tibarn will
need to fly around the three islands in the middle and northwest corner of
the map. Those are Izuka's warping locations. Have a unit positioned there
that can take him out and you'll be fine. Be careful of him, though. He
attacks with the strongest Dark tome in the game. It's very powerful to
low Resistance units.
Finally, note Volke doing nothing at the starting point of the map. Have
Elincia or Bastian talk to him. If you have 3000 or more gold, you'll
recruit him. If you somehow don't have the cash, sell some items and
restart the chapter to get him. He's far superior to Sothe, that's for
sure.
Hard Mode Notes--Nothing new to report here I'm afraid. Once everyone you
are using in the Endgame hits level 20, or is as powerful as you want them,
go finish the chapter with Tibarn.
~New Units Obtained~
Bastian--25% HP; 20% Strength; 30% Magic; 70% Skill, 40% Speed, 40% Luck;
25% Defense; 50% Resistance
Man, these growths are horrible. Bastian is decent, but Soren beats the
crap out of him. He's not a good substitute mage, either. Don't use him
unless you wish to Bonus Experience abuse.
Volke--50% HP; 50% Strength; 5% Magic; 60% Skill, 65% Speed, 20% Luck;
45% Defense; 15% Resistance
It's about time Volke showed up! He's an amazing knife user, and a pretty
stable unit. He's actually usable in the Endgame, so consider that if you
need to. He also has pretty good growths for the few levels he needs to
gain.
---------------------------------------------------------------------------
~4QQ.Part 4 Endgame Preparations~
---------------------------------------------------------------------------
Before you enter the tower you will have access to the Base FOR THE FINAL
TIME! This your LAST chance to forge weapons, buy new ones, and arrange the
skills of all of your characters. While in the tower you can change the
skills of only the members of the units in the tower itself, not all 70-ish
characters in the game.
You can also divvy your Bonus Experience within the tower, so don't be
concerned about that for now. Give everyone you plan on using a forged,
high might and accuracy Silver weapon. Hand over the SS ranked weapons to
the best unit for the job. That would be one with high Strength and Speed.
You have SS rank tomes for each type of magic (provided you watched every
Info conversation to net them all), Vague Katti if you got Stefan (there's
a second SS sword in the tower), Urvan (Info conversation at this Base),
and that's it. The SS ranked lance, bow, and second sword are all in the
tower. Stock up on Physics for your healer. Put items in the convoy, too
(you have access to it in the tower).
Next, take off the Nihil skills. Ike, Calill, and Nolan each have one (Ike
gets one upon his promotion to Vanguard). Keep one on Ike, but give the
other two to your two strongest units, preferrably your laguz royals. You
will get a fourth in the tower. They are insanely useful for the final
boss.
Once you are completely finished, get ready to choose your units.
Micaiah will promote to third tier, if you are curious.
(And give Ike a Hammer for an...easy...fight in the tower)
You can only bring in 16 units. Of those, six are forced: Ike, Micaiah,
Sothe, Sanaki, Kurthnaga, and Ena. The last ten (no Heron can be in the
ten) are up to you. You have access to all the laguz royals (the ones that
didn't die, at least). Bring the ten best units. Caineghis and Tibarn are
the best royals worth bringing into the tower. Once you're finished you
must pick one Heron to join you (provided at least one is still alive).
Rafiel is the best if he has the Celerity skill on him, but if he doesn't
then Reyson is the best. Leanne is the worst, without question.
Great units to bring are Nephenee, Mia, Edward, Nolan, Jill, Haar, Shinon,
Elincia, Titania, Oscar, Ranulf, Ulki, Caineghis, Tibarn, and Giffca.
However, any third tier unit that has capped many stats is usuable. Just
make sure you have a healer!
As for Hard Mode, maybe consider buffing yourself with laguz royals if
needed. Unless you really want a challenge and want to go without them.
---------------------------------------------------------------------------
~4RR.Part 4 Endgame-1; Rebirth~
---------------------------------------------------------------------------
Victory--Rout enemy
Defeat--Ike or Micaiah dies
Player Units--17 (Ike and Micaiah forced)
Enemy Units--48 (40 on Easy)
Enemy Reinforcements--Two Generals (one left and one right of the starting
point), three Bishops at the north end of the map at the end of turn 2,
then three Generals in the same place at the end of turns 3 and 4, five
Bishops at the starting point at the end of turn 5, three Generals at the
north end of the map at the end of turn 6, another five Bishops at the
starting point at the end of turn 8, three Generals at the north end of
the map at the end of turn 9, three Generals at the starting point at the
end of turn 10
Bonus Experience--4000 Clear, 2000 Turns (10 turn time limit)
Items--Rexaura (boss drop), Concoction (enemy drop), Panacea (enemy drop),
Double Bow (enemy drop), Matrona (chest)
Remember--any SS ranked weapons you obtain should NEVER be completely used
up. You'll understand why later. Save at least one use on it.
Thankfully this is the end of the Rout maps. Now, split your group up. Have
two units head left, three go right, and five tackle each lane of the
center route. Have your healer stay behind with a Restore staff equipped.
Now, stay behind at the beginning because several Bishops ahead have Sleep
staffs. Use your healer to restore them on the following turns. If anyone
has Savior, use them to rescue Micaiah if she ended up completely awful.
You don't want anyone getting a fluke kill on her, do you?
If you gave Corrosion to anyone, don't have them attack the Double Bow
wielder. That's the SS ranked bow, and you want to kill the foe and get the
item and hand it to your best archer (Shinon) to make him a killing
machine. By the way, that thing has a range of 1-3 as a Marksman. Yup, now
you can counterattack anyone. Awesome.
Be careful of the ranges magic users and you'll be set to win this chapter.
At the end of turn 3 Lekain will cast Silence on everyone in your party. If
your healer was holding Restore like they should, then they will be healed
the following turn and can continue healing your party. Lekain can also
warp around the field with his Rewarp staff, but it really isn't a big
deal. He tends to hide in areas with pillars guarding him. Use Shinon to
kill him as he hides.
There aren't a ton of reinforcements on this map (at least, compared to
previous chapters) so if you keep everyone healed then this won't be much
of a problem. Just take your time. Get any experience you still need to
earn.
Hard Mode Notes--You already know what to expect. Get to it. As long as
everyone remains healed this chapter won't be too much of a problem.
~New Units Obtained~
Kurthnaga--95% HP; 45% Strength; 15% Magic; 20% Skill, 35% Speed, 60% Luck;
25% Defense; 40% Resistance
The best non-royal laguz in the game. Technically you could call him a
royal because he gains Formshift later in the tower. Give him some Bonus
Experience, and the Laguz Gem so he can stay transformed in all five parts
of the Endgame. He's a great unit.
Ena--50% HP; 20% Strength; 50% Magic; 40% Skill, 40% Speed, 35% Luck;
15% Defense; 50% Resistance
Conversely, Ena isn't as good. She's only good for her Blood Tide skill
which acivates while she's transformed. Kurthnaga is far superior to her,
so don't try very hard to use her.
Caineghis--50% HP; 40% Strength; 10% Magic; 40% Skill, 20% Speed, 40% Luck;
30% Defense; 10% Resistance
Caineghis is the best laguz royal, and has an insane base Speed. Give him
your leftover Bonus Experience and he'll be almost unkillable in the
Endgame.
Giffca--40% HP; 35% Strength; 10% Magic; 35% Skill, 50% Speed, 25% Luck;
30% Defense; 15% Resistance
Giffca is basically Caineghis without Formshift. A Laguz Gem will give him
the same results, and is worth using if you plan on doing so.
Renning--40% HP; 60% Strength; 10% Magic; 50% Skill, 40% Speed, 10% Luck;
70% Defense; 20% Resistance
Any Paladin you trained over the game is surely better than Renning. He has
good Defense, but isn't going to do much else in the Endgame.
---------------------------------------------------------------------------
~4SS.Part 4 Endgame-2; Rebirth~
---------------------------------------------------------------------------
Victory--Defeat boss
Defeat--Ike or Micaiah dies
Player Units--17 (Ike and Micaiah forced)
Enemy Units--32 (29 on Easy)
Enemy Reinforcements--Six Swordmasters around the boss at the end of turn
1, three enemies from the left stairs at the end of turn 2, then the right
stairs at the end of turn 3, six Swordmasters by the boss at the end of
turn 4, then six enemies (three from both stairs) at the end of turn 5,
another set of six enemies near the boss at the end of turn 6, six enemies
(three from each stairs) at the end of turn 7, six near the boss at the end
of turn 8...(process repeats, turning into eight enemies out the stairs
until the end of turn 14 where six enemies appear around the boss and four
enemies from each stairs)
Bonus Experience--5000 Clear, 2500 Turns (10 turn time limit)
Items--Wishblade (enemy drop), Panacea (enemy drop), Concoction (enemy
drop)
Ike is separated from the rest of your group for this chapter. You win when
the Black Knight is killed. I'll get to that fight in a bit. But first, see
that Levail is holding a Wishblade. It's the SS lance, and Nephenee has her
eyes on it. Do not kill the Black Knight until you kill Levail. Rush at him
with all of your units and you should have no problem snatching it.
Well, the thing is that a ton of enemy units are going to get in your way.
That is the main problem. Also, enemy reinforcements are constantly
pouring in, making this all the more difficult. If you rush at Levail with
your laguz royals, Levail will crumple easily. They can also take down the
insane amount of reinforcements that appear.
The archers should be your first target. They are highly annoying and will
always attack units that can't counterattack them. Ranged weapon users,
too. Anything that has a chance of criticaling you is also a major threat.
One critical and enemies will be all over you, and that unit will die
easily. Be careful and hope to not get hit like that.
Now for the Black Knight fight. I'm going to have to emphasise what to do
here to win without any trouble:
-DO NOT MOVE IKE
-MAKE SURE HE HAS OVER 34 SPEED
-GIVE HIM NIHIL
-DON'T MOVE IKE
Righto, then! You win. For whatever reason you can't Physic him through the
wall, but that won't make much of a difference. If he has 34+ Speed, you
will double him. At max Strength that'll be 30 damage per turn. Stall
killing him until you get the Wishblade, then kill the Black Knight in two
turns. If you neglected Ike, give him Bonus Experience. If he gets screwed
in a stat, well, I can't help much after that. The odds of that happening,
though, are very low (and they require you to have been stupid enough to
not use Ike). And of course, if you have a Hammer it practically kills the
Black Knight in one shot.
Hard Mode Notes--Rush to Levail (use the Pass skill if needed), get the
Wishblade, then rape the Black Knight. Mission over in 2 minutes.
---------------------------------------------------------------------------
~4TT.Part 4 Endgame-3; Rebirth~
---------------------------------------------------------------------------
Victory--Defeat boss
Defeat--Ike or Micaiah dies
Player Units--17 (Ike and Micaiah forced)
Enemy Units--44 (33 on Easy)
Enemy Reinforcements--Either one dragon in the southeast and southwest
corner or two dragons in the northwest or northeast corners. This continues
until turn 15.
Bonus Experience--8000 Clear, 4000 Turns (10 turn time limit)
Items--None
Before starting this map, Yune will bless everyone's equipped weapon. She
will give you time to equip the weapon to be blessed, so do so. Give the
SS ranked weapons to their best users (high Speed and Strength), and equip
the strongest forged weapons you got. Ragnell is forced to be blessed.
Alondite works great on a Trueblade.
Now for the fight. If you have Dragonfoe go give it to someone so they can
OHKO each dragon. You only need to kill Dheginsea, though. He will not
move, but he has an AoE (area of effect) attack that will hurt anyone
within, I believe, 10 spaces of him. It causes physical damage, and the
closer you are to him the more damage you take. It isn't very strong, and
he'll use it every three turns.
Only the strong units should go for Dheginsea. Have two units go left and
right at the beginning and take down all the dragons there, and any
reinforcements that pop up. The healer needs to stay in the middle with
your Heron to maximize allies that can be healed.
Reinforcements come in almost every turn (turn 14 is the last they'll show
up), so just rush at Dheginsea. For the love of all that is holy, have
Nihil equipped on everyone that attacks him (except for 3+ ranged attacks)!
If Ire activates, that unit will have no chance of surviving unless they
have over 70 HP.
Of interesting note is that not a single dragon, nor Dheginsea, will attack
Kurthnaga and Ena. Use this opportunity to increase their Strike level.
Nasir and Gareth will never move either, and you won't want to attack them
(whoever survives joins you in the next chapter).
Finally, red dragons do physical damage, white dragons do magical. Keep it
in mind.
Rushing Dheginsea with Shinon (attack from three spaces away), Ike, and
your laguz royals will result in a quick and easy victory. Provided you
don't miss. And Ire doesn't activate. And that Murphy's Law doesn't
screw you over in some shape or form.
Hard Mode Notes--Take your time. Wait until all reinforcements stop, then
split your group to tackle the northeast and northwest sides. On turn 18
or so, all of the dragons there detransform. Kill them when they can't
hurt you much to clear the map, then it play it very, very, very safe
around Dheginsea. Don't have that unit with Nihil? Keep him the hell away
from Dheginsea.
~New Units Obtained~
Nasir--70% HP; 15% Strength; 45% Magic; 35% Skill, 20% Speed, 45% Luck;
15% Defense; 40% Resistance
Nasir waited too long to join your party. He's good when transformed due to
his White Pool ability, but can't do much otherwise.
Gareth--90% HP; 40% Strength; 5% Magic; 30% Skill, 10% Speed, 65% Luck;
30% Defense; 25% Resistance
Like Nasir, he's relatively useless due to the timing. Again, he is
somewhat useful when transformed thanks to his Blood Tide skill. Don't do
much else with him otherwise.
---------------------------------------------------------------------------
~4UU.Part 4 Endgame-4; Rebirth~
---------------------------------------------------------------------------
Victory--Defeat boss
Defeat--Ike or Micaiah dies
Player Units--17 (Ike and Micaiah forced)
Enemy Units--22 (23 on Easy)
Enemy Reinforcements--Several spirits appear each turn. I am led to
believe they will never stop appearing.
Bonus Experience--10000 Clear, 5000 Turns (10 turn time limit)
Items--None
An insanely easy chapter. All of the spirits are easily killed by your
units if they can double them (and with no spirit having more than 30
Speed, that isn't too unlikely). Kill as many spirits on your first turn
as you can.
On your second turn go attack all of the spirits surrounding Sephiran if
you can. Continue doing this on the third turn. Beware of Sephiran's AoE
attack that does magical damage to everyone within 10 spaces of him. That's
a lot of damage for some characters. Be careful. As usual, it does more
damage to closer you are to him. Sephiran also has an attack where he can
damage a unit a decent distance from him. I don't know the attack power of
this, or the range, or what triggers it, but it's incredibly strong and can
easily kill a low Resistance unit in one shot.
The reason you need to kill the spirits adjacent to him is because they
have a hidden Guard skill. Once Sephiran is below 25 HP, if you try
attacking him you will just attack the spirits instead. Destroyed spirits
around Sephiran will be replaced by any other spirits currently on the map.
Thusly, you will need to work very quickly and keep killing the spirits
to stop him.
Hard Mode Notes--Kill the spirits. Keep low Resistance units safe, then go
for Sephiran when you can.
---------------------------------------------------------------------------
~4VV.Part 4 Endgame-5; Rebirth~
---------------------------------------------------------------------------
Victory--Kill Ashera
Defeat--Ike of Micaiah dies
Player Units--17 (Ike and Micaiah forced)
Enemy Units--12 (12 on Easy)
Enemy Reinforcements--Spirits appear, I believe, every turn
Bonus Experience--None
Items--None
This is it! The final showdown with Ashera herself. However, you can't just
run up and attack the 120 HP, 65 attack power goddess herself. She has 8
Auroras guarding her. You must destroy all of them to attack Ashera. Now,
the Auroras can't attack, but they can deal damage. If you don't have Nihil
then the attacker will receive half the damage dealt to the Aurora unless
the Aurora dies from the attack.
Only units that can double Auroras should be used. Everyone who can't
should go around killing spirits. Spirits can heal an Aurora, or Ashera
herself once revealed, an unspecified amount of HP. Auroras also regain 40
HP each turn, so be sure to finish them off. No damage is better then some
damage in this case.
Ashera has a set pattern of attacks:
1st Turn--AoE physical attack
2nd Turn--Long range magic attack, single unit
3rd Turn--AoE magical attack
4th Turn--Long range physical attack, single unit
5th Turn--Slience everyone
6th Turn--Repeat order from turn 1
Honestly, there's not much to say. Just attack the Auroras until they all
die. When Ashera is revealed, go crazy attacking her (just don't die).
However...
IKE MUST SCORE THE FINAL HIT ON ASHERA USING RAGNELL.
A lot of people seem to not realize this. If you kill Ashera with someone
who isn't a blue haired overpowered man with no personality, then she will
revive herself and restore all of her HP (unless you are on Easy mode in
which case she will only restore 30 HP). Nonetheless, finish her off with
Ike to beat the game.
Hard Mode Notes--Kill Auroras, Kill Ashera. It's not different at all on
Hard Mode. Everyone's stats are the same as on Normal, so it's just a
matter of being able to score the final hit on Ashera when Ike has only a
50% chance of doing so.
~New Units Obtained~
Lehran
Well, he comes with a staff that heals everybody. That's useful.
Seriously, was he really worth all of the trouble you went through to
recruit him? I mean, back in 3-7 Ike needed to attack the Black Knight and
survive to make him appear here. Was it worth the trouble? Hey, he can
use the SS Dark and Light magic tomes if nobody else is using them. That's
something!
---------------------------------------------------------------------------
~4WW.Epilogue~
---------------------------------------------------------------------------
Once you have cleared the game you will get to reach the Epilogue. It
basically just gives a short, one sentence description of what all of the
characters (the ones you recruited and surivived, that is). The main
characters have a bit of dialogue inbetween, but the majority of it I
suppose could already be easily guessed.
After that are the long Staff Credits. Following the credits will be the
Combat Records. You will be shown how long it took you to complete each
chapter, in time and in turns. They scroll through the chapters quite
quickly, so pay attention to see your records.
Finally, there's the Unit Records. You will get to see the final level and
amount of kills each character you recruited got. Killed units appear at
the beginning, but you can still see their kills. The top five units will
appear in a more fancy way, including how many chapters they were in, total
amount of battles with enemies, and total amount of kills.
You can choose (and should) to save the clear data afterwards. When you
continue from the Clear Data you will start a new playthrough, but it will
have the bonuses of unlocking new conversations and characters. You can
also play through it with a new team for some variety if you wish. Choose
whichever characters you want. You also unlock Hard Mode if you've
completed the game once. It's not an easy challenge. It really does earn
the name of Hard.
===========================================================================
~5.Character Compendium~
===========================================================================
Here's where all of the character information is listed. This includes
base stats, growth rates, maximum stats, promotion ladder, starting weapon
levels, and descriptions of how the character plays out and how useful they
can be throughout the game. Growth rates are listed as percentages. Method
of recruitment, if any, is also listed.
The characters are all meshed into their classes. This isn't their
starting class, but rather their second tier class (with the exception of
three units that have unique classes and join at third tier).
The descriptions mainly list MY opinion on them. Feel free to disagree on
them; infact, I'm sure a ton of people will disagree with some character
descriptions. Any character, regardless of what I say, is usuable in the
game. Some are just easier to use than others, though, and that's what I
care most about (and I'm sure many will agree).
---------------------------------------------------------------------------
~5A.Swordmasters~
---------------------------------------------------------------------------
Swordmasters, obviously, wield only swords. Their prime ability rests in
having high Speed, decent Strength, and high Skill, altogether making them
units that can dish out large amounts of damage and avoid many attacks.
Swordmasters tend to have low Defense and HP, so ensure that they are kept
safe if their evasion fails them once or twice.
Their Master Skill is Astra, and attack that strikes the foe five
consecutive times. Unlike in Path of Radiance, each strike reduces weapon
durability.
---------------------------------------------------------------------------
~Edward~
Starting Level--4 (Myrmidon)
Myrmidon-->Swordmaster-->Trueblade
Cn--5
Wt--5
Mov--6 (7 after second tier promotion)
Starting Skills--Wrath, Critical +5 (locked), Shove (locked)
Recruitment--Automatically at the start of Part 1 Prologue
Affinity--Light
Weapon Level--Sword (D)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 19 | 7 | 0 | 11 | 12 | 8 | 5 | 0 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 55 | 32 | 20 | 40 | 40 | 30 | 26 | 24 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|85% | 60% | 5% | 65% | 60% | 50% | 35% | 20% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Edward is one of the more useful units you can use at the start of the
game. He'll begin quite weak--he won't kill much (despite doubling
everything) and two hits from weak enemies will be enough to kill him.
Sadly, he barely improves past that point. Despite weapon triangle
advantage, he'll be hit by almost every attack that comes flying at him.
And the lack of a Defense stat means that it'll only take three or four
attacks, at best, before he falls.
---------------------------------------------------------------------------
~Zihark~
Starting Level--3 (Swordmaster)
Swordmaster-->Trueblade
Cn--11
Wt--11
Mov--7
Starting Skills--Adept, Critical +10 (locked), Shove (locked)
Recruitment--Automatically at the start of Chapter 1-6
Affinity--Earth
Weapon Level--Sword (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 30 | 17 | 6 | 22 | 23 | 11 | 13 | 11 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 55 | 32 | 20 | 40 | 40 | 30 | 26 | 24 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|55% | 35% | 10% | 75% | 70% | 40% | 25% | 35% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Zihark is a stable unit when you first get him, however there is a high
chance that a raised Edward at the same level will have higher stats.
However, there are many advantages to using Zihark over him.
Zihark has the broken Earth affinity, giving him extra avoid with supports,
and his avoiding ability far outclasses Edward. Zihark can take a dozen
attacks easily, dodging the majority of them. He'll easily cap three of
his stats, allowing Strength and Defense to grow. Defense isn't as needed
seeing as he has an insane avoid rate.
Use him on the Dawn Brigade. He'll be absurdly powerful with a little bit
of training, and puts Edward to shame.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Lucia~
Starting Level--14 (Swordmaster)
Swordmaster-->Trueblade
Cn--8
Wt--8
Mov--7
Starting Skills--Parity, Critical +10 (locked), Shove (locked)
Recruitment--Automatically at the start of Chapter 2-2
Affinity--Earth
Weapon Level--Sword (S)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 38 | 18 | 10 | 27 | 27 | 19 | 14 | 15 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 31 | 20 | 40 | 40 | 35 | 25 | 26 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|50% | 25% | 20% | 70% | 60% | 30% | 15% | 50% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Lucia can end up being a good Swordmaster, but she suffers from horrible
availability. By the time you get control of her at a point where she can
actually gain enough experience for a level up, Edward and Mia will have
far superior stats.
Ignoring that, her stats are pretty fair. Her Strength and HP caps are a
bit lacking compared to male Swordmaster caps, and a horrible Strength
growth ensures that she won't be dealing a lot more damage than she is now.
I'm afraid that she isn't a great Swordmaster (often considered the worst
of the five), but if you are willing to baby her she can actually end up
quite decent.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Mia~
Starting Level--7 (Swordmaster)
Swordmaster-->Trueblade
Cn--7
Wt--7
Mov--7
Starting Skills--Vantage, Critical +10 (locked), Shove (locked)
Recruitment--Automatically at the start of Part 3 Prologue
Affinity--Fire
Weapon Level--Sword (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 34 | 17 | 5 | 26 | 28 | 18 | 13 | 8 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 31 | 20 | 40 | 40 | 35 | 25 | 26 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|70% | 45% | 15% | 60% | 65% | 35% | 40% | 25% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Acclaimed as the greatest Swordmaster in the game, Mia will not
dissapoint. However, her Strength is quite lacking in comparison to the
rest of the overpowered units you get at the same time as her. Her growth
there is decent, so she'll catch up.
But some of her base stats are insane. She will cap Skill and Speed,
obviously, very quickly. Thusly, with some Bonus Experience she will catch
up with Strength quite quickly.
But, yes, she will start off slow. She's almost completely incapable of
killing anything to begin with (kinda like Edward). But as she gains levels
you will find her stats increase at an absurd rate, and soon she will be
killing anyone she faces and dodging any pathetic attack the enemy throws
at her.
Zihark will end with stats almost exactly the same as Mia. However, since
Mia starts at a higher level and has similar playtime, she'll end up
greater than him with less effort. A truly amazing unit.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Stefan~
Starting Level--8 (Trueblade)
Trueblade
Cn--13
Wt--13
Mov--7
Starting Skills--Critical +20 (locked), Shove (locked), Astra (locked)
Recruitment--On Chapter 4-3, place the cursor in the northeast corner. Move
it one west and ten south. Place Micaiah on that space to recruit Stefan.
Affinity--Heaven
Weapon Level--Sword (SS)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 53 | 27 | 7 | 37 | 36 | 20 | 21 | 16 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 55 | 32 | 20 | 40 | 40 | 30 | 26 | 24 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|55% | 50% | 20% | 60% | 60% | 15% | 40% | 50% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Stefan is probably the hardest unit to figure out how to recruit, and his
stats are decent. He's worse than Edward and Mia, but better than Lucia and
Zihark. If you neglected using any Swordmasters throughout the game, Stefan
is a great substitute. Otherwise, the Swordmaster you are using is probably
better than Stefan.
Also of note is that he comes with one of the two SS rank swords, so he's
at least worth recruiting to snatch that. Stefan's Luck is horrible, but
the rest of his stats are decent. Again, if you need a last-minute
Trueblade then Stefan is decent enough to be used.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5B.Warriors~
---------------------------------------------------------------------------
Warriors wield axes and rely on their massive Strength to kill foes. They
have rather low Defense and sub-par Speed, but a ton of HP to allow them to
absorb plenty of hits. These guys are useful as frontline attackers, but be
sure to keep them healed as they take damage.
Their Mastery Skill is Collosus, an attack which triples the amount of
damage that would normally be done. Generally, it's a completely overkill
attack, but a great one nonetheless.
---------------------------------------------------------------------------
~Nolan~
Starting Level--9 (Fighter)
Fighter-->Warrior-->Reaver
Cn--13
Wt--13
Mov--6 (7 upon second tier promotion)
Starting Skills--Nihil, Shove (locked)
Recruitment--Automatically at the start of Chapter 1-1
Affinity--Earth
Weapon Level--Axe (C)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 29 | 12 | 0 | 11 | 10 | 7 | 9 | 3 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 68 | 40 | 10 | 36 | 35 | 30 | 31 | 20 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|60% | 45% | 20% | 70% | 60% | 30% | 35% | 40% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Nolan is an amazing unit throughout Part 1. He's capable of taking several
hits, and is just as capable ot dishing them out. His Speed is quite
lacking in the beginning, but after several level ups you should start
seeing it grow quite big. As he starts doubling foes, the slightly-lacking
Strength stat won't be too much of a big deal.
He's completely usable, even in the Endgame. Favorite him in Part 4 and he
cruise through the third tier, increasing his stats like crazy. Nolan is
simply a godly unit, and with an insane HP stat, he will not dissappoint
you in the slightest.
Him and Boyd are almost completely identical. Take your pick of which one
you plan to use. Their growth rates aren't drastically different (Boyd
gets slightly more Strength and HP while getting lower Defenses), but they
are both crazy powerhouses. Use them well.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Boyd~
Starting Level--8 (Warrior)
Warrior-->Reaver
Cn--12
Wt--13
Mov--7
Starting Skills--Shove (locked)
Recruitment--Automatically at the start of Part 3 Prologue
Affinity--Fire
Weapon Level--Axe (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 45 | 22 | 1 | 20 | 18 | 13 | 15 | 8 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 68 | 40 | 10 | 36 | 35 | 30 | 31 | 20 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|80% | 65% | 5% | 45% | 45% | 40% | 50% | 10% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Boyd starts off lacking a little bit. His Speed doesn't start off very
well, but it can increase through several level ups. His Strength and HP
are insane, however, and make up for his Speed. Boyd is quite difficult to
get killed in later chapters just because of his crazy HP, and anyone who
attacks him will just get counterattacked for crazy, if not lethal,
damage.
Compared to Nolan, they are quite similar. Use whoever you wish. Neither
of them are going to dissappoint you. Boyd starts at a higher level, but
Nolan at the same level can easily have similar, if not superior stats. Use
whichever you feel like, or don't use any at all. But if you do that you
are missing out on several insanely powerful units.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5C.Halberdiers~
---------------------------------------------------------------------------
Halberdiers are a balanced class that have great growths and caps in all
stats, usually only having a small weakness in one stat. They are powerful
units with no combat weaknesses, and are lance wielders. Don't be afraid of
using one of these powerful units.
Their Mastery Skill is Impale, quadrupling the amount of damage normally
inflicted on a foe.
---------------------------------------------------------------------------
~Aran~
Starting Level--7 (Soldier)
Soldier-->Halberdier-->Sentinel
Cn--11
Wt--15
Mov--6 (7 upon second tier promotion)
Starting Skills--Shove (locked)
Recruitment--Appears as an enemy reinforcement in Chapter 1-3. Talk to him
with Laura to recruit him.
Affinity--Thunder
Weapon Level--Lance (D)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 24 | 10 | 0 | 12 | 10 | 6 | 11 | 2 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 35 | 20 | 35 | 33 | 30 | 34 | 27 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|50% | 75% | 10% | 75% | 35% | 35% | 70% | 25% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Aran is able to make himself a tank with these stats. His high Defense and
HP will ensure he takes plenty of damage, and that high Strength will make
him dish out quite a lot. The problem is that his Speed is horrible, and
that makes his evasion quite low. Also, he has low accuracy until you
start leveling him up.
Compared to other Halberdiers, he's better than Danved, but Nephenee wins
due to her availability and much higher starting level. That doesn't mean
Aran is a bad unit. If he had a lot more play time, he'd be an amazing
unit. But for all intents and purposes. his low Speed holds him back, and
that makes him effective for only the Dawn Brigade chapters. But with some
Bonus Experience after capping his three key stats, he becomes almost
identical to Nephenee. Quite a good unit.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Nephenee~
Starting Level--1 (Halberdier)
Halberdier-->Sentinel
Cn--7
Wt--12
Mov--7
Starting Skills--Wrath, Critical +5 (locked), Shove (locked)
Recruitment--Automatically at the start of Chapter 2-1
Affinity--Wind
Weapon Level--Lance (B)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 32 | 15 | 6 | 19 | 20 | 12 | 15 | 14 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 58 | 34 | 20 | 35 | 34 | 30 | 33 | 30 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|45% | 35% | 15% | 70% | 65% | 40% | 35% | 45% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Heralded as one of the greatest characters in the game, it is easy to
attest that Nephenee will get the job done without fail. She starts with
great base stats, and has quite good growths. She will double everything
and easily caps Skill, Speed, and Resistance. Her HP also gets quite high,
but her only falter is in her Strength. It tends to stay low and only goes
up in a level up every now and then.
However, with how quickly she will cap several other stats, a little Bonus
Experience more then easily makes up her Strength. Once she promotes to
Sentinel, she'll be completely unstoppable on the battlefield. Nephenee is
one of those units you shouldn't even consider not using. She's just that
good. Out of all the Halberdiers, she beats everyone else by a long shot.
Aran comes close, but Nephenee can reach her stat caps faster and with less
effort.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Danved~
Starting Level--9 (Halberdier)
Halberdier-->Sentinel
Cn--12
Wt--18
Mov--7
Starting Skills--Critical +5 (locked), Shove (locked)
Recruitment--Automatically at the start of Chapter 2-3
Affinity--Fire
Weapon Level--Lance (S)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 39 | 17 | 8 | 23 | 21 | 18 | 15 | 12 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 35 | 20 | 35 | 33 | 30 | 34 | 27 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|75% | 40% | 20% | 30% | 45% | 60% | 45% | 25% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Danved starts off decent for the most part in Part 2, but past that you
can't do anything else to him because he doesn't rejoin you until late in
Part 3. At that point you should have already been using Nephenee, and it
is pretty much ensured that she will dominate Danved's stats.
Speaking of Danved's stats, they aren't anything special. His HP and Luck
growths are good, but past that he isn't insanely useful. He has Strength
problems like Nephenee, ut doesn't have the Speed growths to make up for
it. Definately not an effective Halberdier unless you play favorite with
him.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5D.Snipers~
---------------------------------------------------------------------------
Snipers are powerful archers, but they take some time before their insane
power comes into play. Their decent Defense, high evasion, and almost-
constant 100% hit chances make them great units regardless of how many
units attack them on the Enemy Phase.
Their Mastery Skill is Deadeye, an attack which triples damage done and
puts the foe to sleep.
---------------------------------------------------------------------------
~Leonardo~
Starting Level--4 (Archer)
Archer-->Sniper-->Marksman
Cn--7
Wt--7
Mov--6 (7 upon second tier promotion)
Starting Skills--Cancel, Shove (locked)
Recruitment--Automatically in the middle of Part 1 Prologue
Affinity--Water
Weapon Level--Bow (D)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 17 | 8 | 12 | 10 | 10 | 6 | 5 | 4 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 36 | 15 | 40 | 34 | 30 | 32 | 25 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|60% | 40% | 15% | 75% | 35% | 65% | 35% | 55% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Leonardo doesn't start off well, and he takes far too long in order to
become decent. Unlike other Snipers, Leonardo can't take a hit. Not only
that, but his low base Speed and lower growth will ensure he is the one
that is doubled by enemies, not the other way around. His HP is decent, but
that won't be enough to keep him alive.
That's the main problem. Snipers should not need protecting. They are main
line units that can absorb hits, and on their turn they can kill a foe with
relative ease. Leonardo can't do either of these.
However, he can become very useful midway through the second tier (like all
Dawn Brigade units). Deciding if he's worth the effort to raise that long
is up to you. If you want a ranged unit that can take hits, unlike Micaiah,
then Leonardo will do the job.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Rolf~
Starting Level--1 (Sniper)
Sniper-->Marksman
Cn--6
Wt--7
Mov--7
Starting Skills--Critical +10 (locked), Shove (locked)
Recruitment--Automatically at the start of Part 3 Prologue
Affinity--Wind
Weapon Level--Bow (B)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 32 | 17 | 3 | 20 | 19 | 13 | 13 | 9 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 36 | 15 | 40 | 34 | 30 | 32 | 25 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|85% | 75% | 10% | 45% | 45% | 35% | 35% | 20% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Rolf starts severely underleveled compared to Shinon. So, why would you
want to use him? Because of his opportunity to grow. He can end up capping
almost every stat because of how long you have to train him. His growths
actually allow that, and he's playable long enough to make it happen.
The problem is that Shinon is also capable of maxing almost all of this
important stats. Thusly, Rolf isn't really that necessary. Shinon requires
less effort, and ends up almost identical to Rolf, so you don't really need
to waste all that experience on Rolf. But the option is available if you
want to. Once he gets good, Rolf is also an amazing unit.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Shinon~
Starting Level--13 (Sniper)
Sniper-->Marksman
Cn--10
Wt--11
Mov--7
Starting Skills--Provoke, Critical +10 (locked), Shove (locked)
Recruitment--Automatically at the start of Part 3 Prologue
Affinity--Thunder
Weapon Level--Bow (S)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 43 | 21 | 7 | 28 | 24 | 15 | 20 | 14 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 36 | 15 | 40 | 34 | 30 | 32 | 25 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|50% | 40% | 15% | 70% | 65% | 30% | 45% | 20% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
The greatest Sniper in the game, and for good reason. Starting at a high
level, and holding growths that won't hinder him too much, Shinon is an
amazing frontline unit. With the Provoke skill most enemy units will try
to swarm him, and they usually end up either missing due to Shinon's high
evasion, or dealing little to no damage with his high Defense and HP.
Shinon doesn't really have many faults. He's usable right away, and he has
great killing ability, so give him some strong bows and he will be all set
to destroy some enemies. You can't go wrong with Shinon, and he's perfect
in the Endgame.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5E.Sages~
---------------------------------------------------------------------------
Sages are the magic users of the game, and come in Wind, Fire, Thunder,
Light, and Dark varieties. Most magic users can also use magic that isn't
part of their class, but can't get an SS rank in anything other than their
primary magic type. They can be quite powerful, but need protecting due to
low Defense and HP.
Their Master Skill is Flare, which negates enemy Reistance and heals HP
equal to damage done.
---------------------------------------------------------------------------
~Micaiah~
Starting Level--1 (Light Mage)
Light Mage-->Light Sage-->Light Priestess
Cn--5
Wt--5
Mov--5
Starting Skills--Sacrifice (locked), Shove (locked)
Recruitment--Automatically at the start of Part 1 Prologue
Affinity--Dark
Weapon Level--Light (D), Staff (C) upon second tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 15 | 2 | 7 | 8 | 7 | 10 | 2 | 4 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 22 | 40 | 35 | 33 | 40 | 23 | 40 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|40% | 15% | 80% | 40% | 35% | 80% | 20% | 90% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Micaiah can be a great unit because she is the only unit in the game that
starts right from level 1, but the problem is that her stats aren't going
to allow that. Her Luck, Magic, and Resistance are pretty much ensured to
be capped (and Luck caps usually when she's in the second tier). The rest
of her stats, though, don't have that kind of luck.
With low HP, Speed, and Defense, you will have to protect Micaiah more
often then not. She will be doubled by almost everything in the game, and
it takes only one shot for her to die. Conversely, with the Thani light
tome she can instantly kill almost any Paladin or General. Just don't get
her killed in the process. If you actually raise her, she can be an
amazing unit. The only problem is that it takes far too much effort and
Bonus Experience to make her that good.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Ilyana~
Starting Level--12 (Thunder Mage)
Thunder Mage-->Thunder Sage-->Arch Sage
Cn--5
Wt--5
Mov--5
Starting Skills--Shade, Shove (locked)
Recruitment--Automatically at the start of Chapter 1-3
Affinity--Light
Weapon Level--Thunder (C), Fire (E) and Wind (E) upon second tier
promotion, Staff (E) upon third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 22 | 6 | 12 | 12 | 13 | 6 | 3 | 9 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 45 | 24 | 39 | 34 | 30 | 30 | 24 | 38 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|55% | 45% | 50% | 60% | 30% | 40% | 30% | 50% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Ilyana starts out fine, but her growths will not allow her to get any
better then that. It doesn't help that Thunder magic has been nerfed like
crazy. It looks bad that her Strength growth is identical to her Magic
growth. She'll never double anything outside of her starting chapter, and
she will quickly lose the ability to inflict a lot of damage on foes.
Overall, she just isn't worth the effort to raise. She uses horrible magic
and doesn't have any stats that could make them worthwhile. Unless you want
to promote her and use Wind or Fire magic, which is fine because Ilyana has
the most availability in the game (most of Part 1 and Part 3), so she has a
ton of time to grow. Personally, I don't think the effort is worth it.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Tormod~
Starting Level--5 (Sage)
Fire Sage-->Arch Sage
Cn--7
Wt--7
Mov--6
Starting Skills--Celerity, Shove (locked)
Recruitment--Talk to him with Sothe in Chapter 1-7 to recruit him
Affinity--Fire
Weapon Level--Fire (A), Thunder (B), Wind (C), Staff (E) upon third tier
promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 34 | 13 | 17 | 16 | 20 | 14 | 12 | 14 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 24 | 38 | 34 | 32 | 30 | 25 | 36 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|50% | 55% | 40% | 45% | 55% | 25% | 35% | 45% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Tormod is a great sage when you get him. He'll double most foes and can
deal a lot of damage. He also has the Defense and HP to take several blows,
and is decent at dodging enemy attacks. His growths are all somewhat
decent, so you can assume he is worth using, right?
Shame that he is gone for 95% of the game. He's useful in Part 1, but you
won't want to use him so that your lower level units can grab experience.
When he leaves after Part 1 he won't be showing his face again until
Chapter 4-4, right before the Endgame. His potential for that is horrid,
and downright impossible. He's the worst sage in the game because of that,
so avoid using him completely.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Calill~
Starting Level--6 (Fire Sage)
Fire Sage-->Arch Sage
Cn--7
Wt--7
Mov--6
Starting Skills--Nihil, Shove (locked)
Recruitment--Automatically at the start of Part 2 Endgame after reading her
Info conversation in the same chapter
Affinity--Dark
Weapon Level--Fire (A), Thunder (B), Wind (B), Staff (E) upon third tier
promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 32 | 9 | 19 | 18 | 18 | 16 | 11 | 17 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 24 | 38 | 34 | 32 | 25 | 23 | 38 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|35% | 25% | 45% | 60% | 55% | 55% | 15% | 50% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Calill suffers the same fate as Tormod--horrid availability. Her growths
are similar to his, but she has a few more chapters (and ones where you
can actually use her without worry, too). She has decent starting stats,
but they aren't very special.
She'll join your main party late near the end of Part 3. If you were using
Soren during that time, he'd easily be at the third tier, far, far ahead
of Calill. It seems horrid availability and growths are making every sage
that isn't Soren quite worthless. Sadly, that is completely true. Calill is
only good for her Nihil skill. Rip it off and give it to someone more
deserving of it.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Soren~
Starting Level--5 (Wind Sage)
Wind Sage-->Arch Sage
Cn--6
Wt--6
Mov--6
Starting Skills--Adept, Shove (locked)
Recruitment--Automatically at the start of Chapter 1-3
Affinity--Dark
Weapon Level--Wind (A), Fire (B), Thunder (B), Staff (E) upon third tier
promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 28 | 9 | 23 | 21 | 18 | 11 | 9 | 21 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 23 | 40 | 34 | 32 | 30 | 24 | 36 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|40% | 25% | 80% | 60% | 35% | 35% | 25% | 70% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Soren is, without a doubt, the best sage in the game (although that isn't
saying much given his competition...). He has good base stats and decent
growths, except for Speed. Soren had much better Speed back in Path of
Radiance, but Soren comes with the Adept skill once again, so he'll
occasionally get a double attack in anyways.
Once he caps some stats, he'll be gaining Speed rapidly with Bonus
Experience. Defense will also be gained, because Soren's HP stats is also
quite decent and could cap on its own. Overall, Soren is a worthwhile
sage, and Wind magic was left relatively untouched and is still stable and
accurate.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Pelleas~
Starting Level--12 (Dark Sage)
Dark Sage-->Arch Sage
Cn--9
Wt--9
Mov--6
Starting Skills--Miracle, Shove (locked)
Recruitment--Automatically at the end of turn 1 of Chapter 4-2 if you are
playing on Clear Data and chose to spare Pelleas's life.
Affinity--Water
Weapon Level--Dark (S), Thunder (A), Staff (B) upon third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 33 | 13 | 24 | 20 | 21 | 14 | 14 | 19 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 25 | 39 | 34 | 31 | 30 | 24 | 36 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|35% | 25% | 55% | 45% | 60% | 40% | 30% | 45% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Pelleas starts off at a low level, but a couple of levels in Bonus
Experience and he can become an effective member of your team. He's got
crazy high Speed, something unique for a Sage. His Magic is good, as are
the rest of his stats.
He's only available on your second playthrough and onwards, so don't worry
about him on your first playthrough. He's decent, and is comparable to
Soren in terms of overall usefulness.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Bastian~
Starting Level--10 (Arch Sage)
Arch Sage
Cn--9
Wt--9
Mov--6
Starting Skills--Corrosion, Shove (locked), Flare (locked)
Recruitment--Automatically at the start of Chapter 4-5
Affinity--Wind
Weapon Level--Wind (SS), Fire (S), Thunder (A), Staff (B)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 45 | 21 | 35 | 27 | 24 | 21 | 20 | 32 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 23 | 40 | 34 | 32 | 30 | 24 | 36 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|25% | 20% | 30% | 70% | 40% | 40% | 25% | 50% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Bastian is a good last minute substitute for a Sage if you weren't using
any or yours turned out quite poor. However, Soren and Pelleas can easily
end up better than Bastian.
Bastian has crappy growths, but most of his stats begin close to their
caps, but you'll be lucky to cap several of his stats with those growths.
Stuff him with Bonus Experience to cap a bunch of stats if you wish, but
other Sages could be better if used.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5F.Falcon Knights~
---------------------------------------------------------------------------
Falcon Knights are sword and lance users that ride mounted pegasi. As
such, they have huge movement and the Canto ability, but at the sacrifice
of a huge weakness to bows. A single bow, and especially a Crossbow, is
enough to kill them in one shot. However, with high Luck fueling an even
higher evasion rate, they can often dodge attacks when it counts.
Their Mastery Skill is Stun, an attack which triple damage inflicted and
stuns the foe for a turn.
---------------------------------------------------------------------------
~Marcia~
Starting Level--5 (Falcon Knight)
Falcon Knight-->Seraph Knight
Cn--7
Wt--23
Mov--9
Starting Skills--Canto (locked)
Recruitment--Automatically at the start of Part 2 Prologue
Affinity--Fire
Weapon Level--Sword (C), Lance (B)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 34 | 16 | 6 | 17 | 20 | 12 | 16 | 15 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 32 | 20 | 36 | 36 | 35 | 28 | 34 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|70% | 30% | 20% | 40% | 65% | 50% | 35% | 35% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Marcia is a decent Falcon Knight, and she has pretty good growths, but like
many characters it's her awful availability that kills any chance of her
becoming a great unit. That, and for the chapters she is available she
will be earning very little experience. Once you get control of her back in
Part 3 near the end, she's outclassed by everyone else you're training.
If you do manage to somehow train her to third tier, she is a great unit.
Tanith is only slightly better in a few areas (especially Strength), but
Marcia will remain a solid and good unit to use. Useful if it's possible,
but useless otherwise.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Sigrun~
Starting Level--19 (Falcon Knight)
Falcon Knight-->Seraph Knight
Cn--7
Wt--23
Mov--9
Starting Skills--Canto (locked)
Recruitment--Automatically at the start of Chapter 3-11
Affinity--Water
Weapon Level--Sword (A), Lance (S)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 34 | 18 | 13 | 22 | 24 | 28 | 20 | 22 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 32 | 20 | 36 | 36 | 35 | 28 | 34 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|40% | 45% | 10% | 70% | 25% | 70% | 10% | 50% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Sigrun appears at a time where most of your units have promoted or are
close to it. She's at level 19, but her stats won't appear that way. Only
her Luck can be considered good. Everything else starts off just a few
higher than Marcia's (and she starts 14 levels below her!). Her growths
are mediocre, and her Defense is just atrocious.
She's outclassed by Marcia if you were able to train her, and far
outclassed by Tanith, who only starts 3 levels below her. Don't use her
unless you plan to abuse her with some Bonus Experience. She just isn't
worth the effort that her terrible stats produce.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Tanith~
Starting Level--16 (Falcon Knight)
Falcon Knight-->Seraph Knight
Cn--8
Wt--24
Mov--9
Starting Skills--Canto (locked)
Recruitment--Automatically at the start of Chapter 3-11
Affinity--Earth
Weapon Level--Sword (A), Lance (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 35 | 20 | 10 | 21 | 23 | 22 | 19 | 20 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 32 | 20 | 36 | 36 | 35 | 28 | 34 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|35% | 55% | 15% | 75% | 40% | 35% | 40% | 30% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
The best of all the Falcon Knights. Tanith is great all around stats, and
quickly exceeds Sigrun after she promotes. She's about on par with Marcia,
and that's fine because Marcia has poor availability. Tanith will start off
weak compared to the rest of your current team, but after promoting you
will find that she is able to catch up rather quickly. Her great Strength
and good Defense and Speed ensures she can take some hits before being
killed, and is able to kill a good amount of enemies.
Overall, a good unit if you can spare the experience, but that won't stop
the fact you need to protect her from archers. She's the best of the Falcon
Knights, and has the best availbility.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5G.Dragonmasters~
---------------------------------------------------------------------------
Dragonmasters are units that have huge movement and ride wyverns, but don't
have weaknesses to bows. They have huge Defense and are very strong, making
them some of the greatest units in the game.
Their Mastery Skill is Stun, an attack which triple damage inflicted and
stuns the foe for a turn.
---------------------------------------------------------------------------
~Jill~
Starting Level--14 (Dracoknight)
Dracoknight-->Dragonmaster-->Dragonlord
Cn--7
Wt--36
Mov--8 (9 upon second tier promotion)
Starting Skills--Canto (locked)
Recruitment--Automatically at the start of Chapter 1-6
Affinity--Thunder
Weapon Level--Axe (B), Lance (D) upon second tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 24 | 11 | 1 | 12 | 15 | 14 | 13 | 3 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 55 | 35 | 10 | 38 | 35 | 35 | 36 | 22 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|50% | 45% | 15% | 45% | 65% | 60% | 35% | 45% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Jill is a great unit when she starts out, but she can quickly become
quite screwed. Her Strength growth is quite low, and more often then not
she won't be able to kill her foes. She also has pretty low Defense and HP,
allowing her to only take a few hits before getting killed.
However, her high Speed and Luck make up for it with great evasion. Just
be careful when using her. She far worse than Haar, but if you get lucky
with her, then you can make use of all of Haar's attributes, but just with
more Speed (as that's the best Jill can be).
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Haar~
Starting Level--11 (Dragonmaster)
Dragonmaster-->Dragonlord
Cn--12
Wt--42
Mov--9
Starting Skills--Cancel, Canto (locked)
Recruitment--Talk to Haar with Marcia when he appear in Part 2 Prologue
Affinity--Wind
Weapon Level--Axe (A), Lance (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 46 | 23 | 2 | 24 | 20 | 13 | 23 | 7 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 38 | 10 | 38 | 32 | 30 | 38 | 20 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|30% | 70% | 5% | 70% | 30% | 45% | 65% | 20% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Haar starts off as an absolute beast. He'll double everything he
encounters and will simply thrash through them in one shot. His Strength,
Defense, and Skill will cap without any problems. His Speed, however, is
his one lacking stat. You may need to use some Bonus Experience to get that
stat up a bit, but otherwise Haar is simply an amazing unit.
He's the better pick of the two Dragonmasters. Haar is considered one of
the greatest units in the game, and for good reason. Usable in Part 2 and
the majority of Part 3, he will definately end up on your top 5 kills
list.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5H.Generals~
---------------------------------------------------------------------------
Generals wear heavy armor, giving them lower movement but insane Defense.
Their Speed is actually quite decent, and they are very strong units. They
can be quite useful when you raise them, and do their job of tanking quite
well.
Their Mastery Skill is Luna, which triples strength and negates enemy
Defense.
---------------------------------------------------------------------------
~Meg~
Starting Level--3 (Armor Sword)
Armor Sword-->Sword General-->Marshall
Cn--6
Wt--12
Mov--5 (6 upon second tier promotion0
Starting Skills--Fortune, Shove (locked)
Recruitment--View the "In Town" conversation at the Chapter 1-4 Base
Affinity--Heaven
Weapon Level--Sword (C), Lance (E) upon second tier promotion, Axe (D) upon
third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 21 | 10 | 1 | 7 | 8 | 8 | 10 | 5 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 36 | 20 | 33 | 32 | 30 | 35 | 32 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|60% | 35% | 15% | 40% | 65% | 75% | 35% | 50% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Meg is simply a horrible unit. She has great HP and Speed, and that's fine
and all, but she has nothing else besides that. Gatrie has amazing HP and
Speed as well, but he also boasts easily capped Defense and Strength. Meg
completely fails in those two stats--and that's, after all, what Generals
are known for in the first place.
Add in the fact she starts horribly underleveled, and you have one of the
worst units in the game. Stick to Gatrie or Brom. Don't go for this excuse
of a unit.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Tauroneo~
Starting Level--14 (Lance General)
Lance General-->Marshall
Cn--11
Wt--21
Mov--6
Starting Skills--Resolve, Shove (locked)
Recruitment--Automatically at the start of Chapter 1-6
Affinity--Thunder
Weapon Level--Lance (S), Axe (A), Sword (D) upon third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 38 | 24 | 12 | 22 | 20 | 18 | 21 | 15 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 36 | 20 | 34 | 31 | 30 | 37 | 30 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|55% | 40% | 5% | 65% | 50% | 20% | 45% | 50% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Tauroneo is completely worthless as well, but in a different way. When you
first get him he's far overpowered and won't be gaining much experience.
However, you only get him for one chapter in Part 1. He's overpowered in
that chapter, so you aren't going to be using him. When he returns in
chapter 3-12 you will find out that he isn't as great as he was before, and
now he will likely have worse stats than several other Dawn Brigade
members.
Overall, he's a solid unit, but his availability hinders him from actually
being decent. It's a shame because he could have ended up great.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Brom~
Starting Level--2 (Axe General)
Axe General-->Marshall
Cn--11
Wt--21
Mov--6
Starting Skills--Disarm, Shove (locked)
Recruitment--Automatically at the start of Chapter 2-1
Affinity--Water
Weapon Level--Axe (C), Sword (E), Lance (D) upon third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 36 | 19 | 4 | 17 | 16 | 13 | 21 | 9 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 36 | 20 | 34 | 31 | 30 | 37 | 30 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|80% | 40% | 5% | 40% | 30% | 70% | 60% | 25% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Brom focuses on HP, Luck, and Defense. He doesn't have much Speed or Skill,
however, so not only will he rarely get double attacks, but a lot of those
(especially since he uses axes) will end up missing. Those growths hinder
Brom a bit. He's not a horrible unit, but there are Generals that are
superior to him.
Gatrie, for instance, is far better. Brom simply has slightly worse Gatrie
growths. As such, he isn't that special. Although, Bonus Experience can
easily fix that Strength and Speed problem. If you do that, Brom can be an
excellent unit.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Gatrie~
Starting Level--10 (Lance General)
Lance General-->Marshall
Cn--13
Wt--23
Mov--6
Starting Skills--Shove (locked)
Recruitment--Automatically at the start of Part 3 Prologue
Affinity--Light
Weapon Level--Lance (A), Axe (B), Sword (D) upon third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 44 | 25 | 5 | 18 | 20 | 15 | 24 | 11 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 36 | 20 | 34 | 31 | 30 | 37 | 30 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|50% | 60% | 5% | 45% | 60% | 30% | 60% | 35% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Gatrie is the best General, and for good reason--those growths are insane.
He has no weak point. He will cap Strength, Speed, and Defense rather
quickly. HP will take a few more levels to cap, and so will Skill. That
just leaves Luck (which he's horrible in, not that it matters much since he
won't be taking much damage when he's hit), and Resistance.
Not much else to compliment Gatrie on. He's an amazing unit, and if you
want to use a General then Gatrie is your man. None of his stats will ever
end horribly for you. However, his Speed cap is a bit low. It caps at 31,
so he won't be able to double all Endgame foes. He can still double some,
so he'll remain fine.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5I.Paladins~
---------------------------------------------------------------------------
Paladins are mounted units with great movement, and come in all sorts of
weapon varieties. Their caps limit them a bit, but they can still be
great units.
Their Mastery Skill is Sol, an attack which triples damage dealt and
restores HP equal to the amount of damage dealt.
---------------------------------------------------------------------------
~Fiona~
Starting Level--9 (Lance Knight)
Lance Knight-->Lance Paladin-->Silver Knight
Cn--7
Wt--31
Mov--8 (9 upon second tier promotion)
Starting Skills--Imbue, Savior, Canto (locked)
Recruitment--Automatically at start of Chapter 1-7
Affinity--Earth
Weapon Level--Lance (C), Bow (C) upon third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 25 | 8 | 6 | 8 | 10 | 7 | 8 | 6 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 55 | 33 | 20 | 34 | 34 | 35 | 28 | 27 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|45% | 40% | 15% | 40% | 60% | 55% | 55% | 50% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Damn, Fiona is simply awful. The funny thing is that her growths are
actually fantastic. The only bad one is Magic, but it's not like she needs
that stat. So, what's the problem? First, she starts at a horrible level
and horrible base stats. At this time several Dawn Brigade members should
be promoting, or close to it. Now, Fiona is just another weakling that must
be protected and given mooch kills for experience. The Dawn Brigade doesn't
need another one of these--we have Micaiah already.
That, and she's only available in 1-7 and won't return until 3-6. Uh, cool,
on top of being a horrible unit in general, let's not give her any time for
training! Yeah, that's smart! No. Just ignore the hell out of her. Unless
you spend countless amounts of Bonus Experience making her awesome, she
isn't worth the time.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Astrid~
Starting Level--2 (Bow Paladin)
Bow Paladin-->Silver Knight
Cn--7
Wt--31
Mov--9
Starting Skills--Paragon, Canto (locked)
Recruitment--Automatically at the start of Chapter 2-3
Affinity--Wind
Weapon Level--Bow (B), Lance (C) upon third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 33 | 13 | 8 | 16 | 15 | 17 | 10 | 14 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 33 | 20 | 36 | 35 | 35 | 27 | 30 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|55% | 40% | 20% | 45% | 40% | 70% | 30% | 50% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Astrid is yet another horrible Paladin. It's quite sad, too. She was quite
good in Path of Radiance. Her stats just don't have anything going for her.
She fails hard at being both an Archer AND a Paladin. She has horrible
Speed, Strength, and Defense, not to mention comes at a very low level.
Coupled with her limited availability, not even her Paragon is capable of
leveling her up quick enough to the point where she can become usable. If
you are using her, why aren't you using a better Paladin? Save your time
for Titania, or Geoffrey even. Astrid just isn't worth the time and waste
of experience to raise to even become a decent unit.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Makalov~
Starting Level--7 (Blade Paladin)
Blade Paladin-->Gold Knight
Cn--10
Wt--35
Mov--9
Starting Skills--Canto (locked)
Recruitment--Automatically at the start of Chapter 2-3
Affinity--Thunder
Weapon Level--Sword (A), Axe (C) upon third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 37 | 18 | 5 | 17 | 18 | 20 | 17 | 9 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 34 | 20 | 34 | 33 | 30 | 30 | 25 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|55% | 40% | 15% | 40% | 75% | 45% | 50% | 25% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Makalov is another horrible Paladin. He suffers the same problem as
Astrid--to low of a level, terrible growths in the same places, and this
time, he doesn't come with Paragon to even attempt to even out. Swords are
also poor weapon choices for a Paladin, so you know he is going to be
weaker then every other Paladin from the start.
Horrid availability, too. He can be better than Astrid, but that is highly
unlikely because he doesn't reappear until late in Part 3, where he'll be
outclassed by Titania.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Kieran~
Starting Level--11 (Axe Paladin)
Axe Paladin-->Gold Knight
Cn--11
Wt--36
Mov--9
Starting Skills--Gamble, Canto (locked)
Recruitment--Automatically at the start of Chapter 2-3
Affinity--Wind
Weapon Level--Axe (A), Sword (C) upon third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 41 | 21 | 6 | 20 | 20 | 16 | 18 | 11 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 36 | 20 | 35 | 31 | 30 | 30 | 24 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|75% | 60% | 15% | 40% | 30% | 30% | 60% | 25% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Now, Kieran is actually a good Paladin who has solid Strength, Defense, and
HP. His Speed is lacking, but since the other three stats cap out, some
Bonus Experience can fix his Speed problems. He also uses axes, so you know
that he is going to be quite strong. But like every Paladin that isn't a
Greil Mercenary, he suffers from availability issues. If you are somehow
able to level him up a lot in the lone two chapters he's in for Part 2, he
can be decent when he returns in Part 3.
Since that won't be the case unless you're on Easy Mode, don't go expecting
him to be a usable unit for the Endgame. Unfortunately, this good unit goes
to waste because he's simply outleveled by others.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Geoffrey~
Starting Level--15 (Lance Paladin)
Lance Paladin-->Silver Knight
Cn--11
Wt--36
Mov--9
Starting Skills--Paragon, Canto (locked)
Recruitment--Automatically at the start of Chapter 2-3
Affinity--Fire
Weapon Level--Lance (A), Bow (C) upon third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 37 | 24 | 8 | 23 | 20 | 19 | 18 | 15 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 35 | 20 | 34 | 32 | 30 | 30 | 25 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|60% | 50% | 10% | 60% | 35% | 30% | 30% | 55% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Geoffrey is a decent Paladin, starting at a high level, but suffers even
worse than other Crimean Royal Knights. He has very poor Defense and Speed,
and after he leaves Part 2 he won't return until the end of Part 4
(ignoring the pitiful waste of time that is Chapter 3-9). By that time
almost all of your units will be reaching level 20...of their third tier.
Meanwhile, Geoffrey reappears still second tier. And don't expect that
Paragon to do much use for him.
Oscar is a better Lance Paladin, so stick to him instead. Or Titania.
Geoffrey just can't be used at all to great effectiveness.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Oscar~
Starting Level--12 (Lance Paladin)
Lance Paladin-->Silver Knight
Cn--11
Wt--36
Mov--9
Starting Skills--Canto (locked)
Recruitment--Automatically at the start of Part 3 Prologue
Affinity--Earth
Weapon Level--Lance (A), Bow (C) upon third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 38 | 20 | 7 | 22 | 21 | 18 | 17 | 13 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 35 | 20 | 34 | 32 | 30 | 30 | 25 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|50% | 35% | 20% | 65% | 60% | 55% | 30% | 20% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Oscar is a great Paladin, but suffers a bit from his low Defense and
Strength growth. His Defense is ignorable because his high Speed, Luck, and
HP will allow him to avoid hits and absorb some damage if hit. However,
that's not his main problem. The problem lies in his stat caps. With only
32 maximum Speed (the same as Haar, which is pathetic), and having such a
great Speed stat, truly limits him.
Oscar is great, but he just isn't Endgame material. His poor stat caps,
rather than his growths, just don't let him shine. It's a shame because he
can really become an amazing unit if you use him and use some Bonus
Experience to increase some other stats.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Titania~
Starting Level--16 (Axe Paladin)
Axe Paladin-->Gold Knight
Cn--8
Wt--33
Mov--9
Starting Skills--Counter, Canto (locked)
Recruitment--Automatically at the start of Part 3 Prologue
Affinity--Light
Weapon Level--Axe (S), Sword (C) upon third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 36 | 25 | 10 | 22 | 21 | 19 | 20 | 14 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 34 | 20 | 35 | 33 | 30 | 28 | 26 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|60% | 60% | 15% | 55% | 50% | 40% | 20% | 30% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Titania is the best Paladin in the game, and for good reason. She has
great HP, Strength, and Speed growths. She's able to double quite a lot of
foes, as well as take a bit of damage herself. Her problem is her Defense,
naturally. It just isn't good at all. Like many units, a little Bonus
Experience is more than capable of fixing that stat.
Also, Titania starts at a very high level. She shouldn't be used very much
early on so other units can grab experience. Past that, she'll be a
complete powerhouse, and is a very worthwhile unit to use. She won't let
you down.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Renning~
Starting Level--16 (Gold Knight)
Gold Knight
Cn--11
Wt--37
Mov--9
Starting Skills--Canto (locked), Sol (locked)
Recruitment--Watch the "Renning" Info conversation at the base before
entering the tower in the Part 4 Endgame
Affinity--Earth
Weapon Level--Sword (SS), Axe (S)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 56 | 31 | 18 | 32 | 29 | 24 | 27 | 23 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 36 | 20 | 35 | 31 | 30 | 30 | 24 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|40% | 60% | 10% | 50% | 40% | 10% | 70% | 20% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Renning comes as a last minute substitution is you need a Paladin for the
Endgame. However, Titania ends up far better than he does. The things
Renning has going for him is that he actually has good stats to match his
joining time, and has high Defense for a Paladin.
But as noted, Titania can end up better than him. Renning doesn't have any
time to cap out many, if any, of his stats, but that is irrelevant since
his base stats are close to his caps. If your Titania, or any other Paladin
you were using, turned out awful, then switch to Renning. Otherwise, just
stick to who you have.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5J.Rogues~
---------------------------------------------------------------------------
Rogues are thieves proficent in knives. They have high Skill and Speed,
but generally don't have much attack power. They have high evasion, so
they can be useful.
Their Mastery Skill is Bane, an attack that always leaves the foe with 1
HP. The Mastery Skill for the unique Assassin third tier class is
Lethality, which instantly kills the foe. These skills do not work on
bosses.
---------------------------------------------------------------------------
~Sothe~
Starting Level--1 (Rogue)
Rogue-->Whisper
Cn--8
Wt--8
Mov--7
Starting Skills--Guard, Steal (locked), Shove (locked)
Recruitment--Automatically at the end of turn 2 in Chapter 1-2
Affinity--Wind
Weapon Level--Knife (B)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 35 | 18 | 4 | 20 | 20 | 15 | 14 | 9 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 28 | 20 | 38 | 40 | 35 | 25 | 26 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|30% | 60% | 20% | 80% | 45% | 65% | 20% | 30% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Sothe is a powerful unit when you first obtain him, but his usefulness
will quickly wear out within several chapters. Knives are the weakest
forms of weapons, and without access to very strong knives before the end
of the game, Sothe just isn't that useful. His growths aren't all that
great. He will have high evasion, but a single strike from an enemy will
wipe away most of his HP. You'll need to be careful.
Annoyingly is that he's forced on every Micaiah chapter, as well as the
Endgame, so you might as well use him a little so he's somewhat useful in
the Endgame. But, really, Volke just beats him everywhere.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Heather~
Starting Level--7 (Rogue)
Rogue-->Whisper
Cn--7
Wt--7
Mov--7
Starting Skills--Pass, Steal (locked), Shove (locked)
Recruitment--Talk to her with Nephenee or Brom in Chapter 2-1
Affinity--Fire
Weapon Level--Knife (C)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 32 | 15 | 9 | 21 | 25 | 16 | 10 | 14 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 28 | 20 | 38 | 40 | 35 | 26 | 25 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|40% | 25% | 20% | 50% | 70% | 75% | 30% | 40% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Heather is really only necessary as a thief for Ike's chapters. Her growths
and stats, not to mention again the fact that knives are pretty bad
weapons, makes her not the most useful unit that you can use. She has high
evasion, Speed, and Luck, but has no killing power and is easily killed
herself in two hits. She also doesn't have a skill that makes it so enemies
tend to avoid her, so you'll instead need to protect her. She's only
useful for stealing items. If you protect her from attacks, she is good at
doing that.
Otherwise, just stick with Volke if you want a knife user. He's awesome and
all that. Heather is just too weak and fragile to get a lot of use.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Volke~
Starting Level--13 (Assassin)
Assassin
Cn--11
Wt--11
Mov--7
Starting Skills--Stillness, Critical +25, Shove (locked), Lethality
(locked)
Recruitment--Talk to him with Bastian or Elincia and have at least 3000
gold (go to the shop to see how much cash you have on hand and ensure it's
over 3000)
Affinity--Wind
Weapon Level--Knife (SS)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 52 | 30 | 5 | 36 | 35 | 19 | 26 | 22 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 55 | 32 | 15 | 40 | 40 | 25 | 30 | 25 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|50% | 50% | 5% | 60% | 65% | 20% | 45% | 15% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Technically, Volke isn't a Rogue but rather in a class of his own. Either
way, he still uses knives. Volke is simply awesome due to his crazy
percentages of getting criticals (he'll generally land 1/3 of his attacks
as criticals), is able to take some damage himself, and has extremely high
evasion. Coming at such a high level right before the Endgame, he's perfect
for it. If you got the Baselard, Volke will gladly be able to use it.
He's simply a powerful unit. He can be killed in a few attacks, but his
Stillness skill will prevent him from being attacked unless he's the only
unit near enemies. His very high evasion will also prevent him from being
hurt, too. Quite a good unit.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5K.Bishops~
---------------------------------------------------------------------------
Bishops are primarily healers that are also proficient in Light magic.
With a high Magic stat, they make great units if you can keep them
protected.
Their Mastery Skill is Corona, which negates enemy Resistance and halves
enemy accuracy for one turn.
---------------------------------------------------------------------------
~Laura~
Starting Level--1 (Priest)
Priest-->Bishop-->Cleric
Cn--5
Wt--5
Mov--5 (6 upon second tier promotion)
Starting Skills--Shove (locked)
Recruitment--Automatically at the start of Chapter 1-2
Affinity--Wind
Weapon Level--Staff (D), Light (E) upon second tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 16 | 3 | 8 | 3 | 5 | 8 | 2 | 10 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 45 | 23 | 38 | 30 | 31 | 40 | 21 | 40 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|45% | 20% | 70% | 70% | 70% | 50% | 20% | 35% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Laura is the first healer for the Dawn Brigade, so she's absolutely
essential. She won't be doing much, however, because her only real form of
experience is by using staves. If she gets attacked by any foe there is a
high chance that she will die. She actually has some good growths, so she
will end up with decent stats if you completely abuse earning staff
experience.
There is no chance that you will end up using Laura in the Endgame. Heck,
she probably won't even promote (except on Hard Mode where you'll be
needing to abuse her because you're paranoid someone could be killed).
She's very useful in her chapters, but in the grand scheme of things there
are much better healers.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Rhys~
Starting Level--3 (Bishop)
Bishop-->Saint
Cn--9
Wt--9
Mov--6
Starting Skills--Shove (locked)
Recruitment--Automatically at the start of Part 3 Prologue
Affinity--Fire
Weapon Level--Light (C), Staff (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 27 | 8 | 23 | 16 | 14 | 21 | 7 | 24 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 25 | 36 | 30 | 30 | 35 | 22 | 40 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|40% | 25% | 65% | 35% | 35% | 60% | 20% | 75% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Rhys is one of two healers that the Greil Mercenaries receive, and he's
able to earn decent experience because he starts with the ability to use
Light magic. The only problem is that he has no HP or Defense, nor Speed,
so if he so much as tapped by an enemy he will easily be killed. For
someone that uses magic, that is clearly not something you want happening.
Of course, you have to expose yourself to enemies to even hurt them in the
first place, so he'll likely be stuck as a healer.
With low movement, he isn't the best healer you can choose. Mist can heal
better than Rhys, plus she gets a mounted unit when she promotes. Rhys does
not get any advantages when he promotes, unfortunately.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Oliver~
Starting Level--8 (Saint)
Saint
Cn--12
Wt--12
Mov--6
Starting Skills--Shove (locked), Corona (locked)
Recruitment--In Chapter 4-4, place Rafiel in Oliver's movement range. He
will walk up to Rafiel and recruit himself.
Affinity--Fire
Weapon Level--Light (S), Staff (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 48 | 22 | 31 | 22 | 20 | 28 | 18 | 32 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 25 | 36 | 30 | 30 | 35 | 22 | 40 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|65% | 55% | 35% | 35% | 45% | 30% | 30% | 20% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
I'm not sure why you'd want to play as the fat man, but he's a decent Light
magic user. If you really don't want to use Micaiah, then by all means
recruit Oliver and use him in the Endgame. With starting stats like those
he's actually usable, but he won't double anything. That's his only
problem. With a low Speed cap (but hey, decent Speed growth), he can double
a few things in the Endgame.
Micaiah turns out much better if you used her at all. Rhys also ends a bit
better than Oliver, so make your choice. If you're desperate for a magic
user, he's your pick. If not, don't bother with him.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5L.Cleric~
---------------------------------------------------------------------------
The Cleric is a woman who is capable of both wielding staves and swords.
Proficient with both of them, she can be an attacker as well as an
effective healer.
Her Mastery Skill is Sol, an attack which triples damage dealt and
restores HP equal to the amount of damage dealt.
---------------------------------------------------------------------------
~Mist~
Starting Level--1 (Cleric)
Cleric-->Valkyrie
Cn--5
Wt--5
Mov--7 (8 upon third tier promotion)
Starting Skills--Miracle, Shove (locked) (Note that Shove is replaced by
Canto when she promotes to third tier)
Recruitment--Automatically at the start of Part 3 Prologue
Affinity--Water
Weapon Level--Sword (C), Staff (B)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 28 | 8 | 13 | 13 | 15 | 16 | 7 | 16 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 25 | 35 | 35 | 34 | 35 | 24 | 36 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|40% | 25% | 45% | 55% | 50% | 70% | 25% | 40% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Mist is effective at being a good sword user (her sword has two range,
making it a weaker Ragnell basically) and she's capable of being a good
healer. Give her a mooch kill every now and then so you can keep leveling
her up. With a good Magic and Speed stat, she can actually double foes once
she gets to a higher level, and is capable of dealing decent damage
herself.
Her HP and Defense aren't too great, but she can take a hit and has decent
evasion. She's better than Rhys because Mist shouldn't be doubled and can
actually take a hit, has Miracle to save her if she could be killed, and
has good evasion. An all around good unit, she'll be a great healer,
especially once she promotes and gets Canto.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5M.Hero~
---------------------------------------------------------------------------
The Hero of Crimea, this is a man with absolutely insane stats. Considered
one of the greatest characters in the game stat-wise, he isn't one that
can end up horrible.
His Mastery Skill is Aether, a move that attacks with Sol, then attacks a
second time with Luna. The tripled damage effect isn't applied to these
attacks.
---------------------------------------------------------------------------
~Ike~
Starting Level--11 (Hero)
Hero-->Vanguard
Cn--12
Wt--13
Mov--7
Starting Skills--Shove (locked)
Recruitment--Automatically at the start of Part 3 Prologue
Affinity--Earth
Weapon Level--Sword (S), Axe (A) upon third tier promotion
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 44 | 24 | 2 | 28 | 23 | 14 | 21 | 7 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 65 | 37 | 15 | 40 | 37 | 30 | 32 | 23 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|65% | 55% | 10% | 60% | 35% | 30% | 40% | 15% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
One of the greatest units in the game, Ike is an absolute beast. His HP,
Strength, Skill, and Defense are all quite high and raise at a fast rate.
Most of his stats start near their capping point for the second tier, and
he will destroy almost any foe that attacks him.
There simply isn't much to say about Ike. Like in Path of Radiance, he's
pretty much a one-man army. Once he gets Ragnell, you can pretty much set
him loose on maps and he'll kill everything. Of course, you'll want to
level up other units, so try not to use Ike too much once he hits level 20.
He shouldn't do much killing until his story-based promotion.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5N.Queen~
---------------------------------------------------------------------------
The Queen of Crimea is a woman with strong swordmanship skills as well as
the ability to wield staves. Riding a pegasus, she is an amazingly useful
healer and attacker.
Her Mastery Skill is Stun, an attack which triple damage inflicted and
stuns the foe for a turn.
---------------------------------------------------------------------------
~Elincia~
Starting Level--1 (Queen)
Queen
Cn--6
Wt--23
Mov--9
Starting Skills--Renewal, Canto (locked), Stun (locked)
Recruitment--Automatically at the start of Part 2 Prologue
Affinity--Heaven
Weapon Level--Sword (B), Staff (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 36 | 19 | 17 | 21 | 22 | 29 | 18 | 24 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 30 | 30 | 36 | 35 | 40 | 26 | 36 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|45% | 65% | 40% | 50% | 70% | 60% | 20% | 35% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Elincia is the single best healer in the game. She starts at third tier,
is a great healer, but is also a great attacker. She has a high Strength
stat, and once she gets Amiti she will become absolutely insane. Amiti
works the same way as a Brave Sword, except it has infinite durability.
With such high Speed, she'll be quadrupling almost all enemies, and with
high Strength, ensures a quick death.
Her high Luck and Speed gives her very high evasion, so she can be a
frontline attacker and healer. She's a great unit, and is the best choice
for a healer in the Endgame.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5O.Empress~
---------------------------------------------------------------------------
The Empress of Begnion is a woman who has mastered many forms of magic,
and boasts powerful spells.
Her Mastery Skill is Flare, which negates enemy Reistance and heals HP
equal to damage done.
---------------------------------------------------------------------------
~Sanaki~
Starting Level--12 (Empress)
Empress
Cn--4
Wt--4
Mov--6
Starting Skills--Shove (locked), Flare (locked)
Recruitment--Automatically at the start of Part 4 Prologue
Affinity--Light
Weapon Level--Fire (S), Thunder (A), Wind (A), Light (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 28 | 2 | 33 | 22 | 23 | 32 | 10 | 28 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 45 | 20 | 40 | 33 | 32 | 40 | 20 | 40 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|70% | 40% | 60% | 60% | 35% | 55% | 30% | 50% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Sanaki has extremely powerful magic, but I'm afraid that is all that she
has. Her Speed and Strength are horrible, so it's rare that she is going to
be doubling foes. She does get a unique, powerful Fire spell that makes her
somewhat useful in the few Part 4 chapters she is in (as well as the
Endgame she's forced to participate in).
But really, stick with Soren. More consistent, can actually double enemies
eventually, and is eventually just as powerful as Sanaki. Sanaki is worth
training a little because of the Endgame, but if you are already focusing
on a magic user there isn't really any need for her. But if trained Sanaki
can be quite good.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5P.Chancellor~
---------------------------------------------------------------------------
The Prime Minister of Begnion is a master in Light and Dark magic as well
as staves.
His Mastery Skill is Corona, which negates enemy Resistance and halves
enemy accuracy for one turn.
---------------------------------------------------------------------------
~Lehran~
Starting Level--20 (Chancellor)
Chancellor
Cn--9
Wt--9
Mov--8
Starting Skills--Mantle, Shove (locked), Corona (locked)
Recruitment--On your second playthrough and onwards on Clear Data, use the
Black Knight in Part 1 Endgame. Then, in 3-7 have Ike and the Black Knight
attack eachother (doesn't matter who intiated the fight). Both of them need
to survive the chapter. If you do this then Lehran will join you on the
first turn of the fight against Ashera.
Affinity--Light
Weapon Level--Light (SS), Dark (SS), Staff (SS)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 11 | 40 | 40 | 40 | 40 | 23 | 40 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 50 | 25 | 40 | 40 | 40 | 40 | 25 | 40 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Lehran is around for the shortest amount of time than any other character
in the game--the final battle only. But at least he starts at level 20 with
almost all capped stats! He starts with only the Ashera Staff, which is
great because it fully heals everyone on the map. To make use of his capped
Magic stat, have someone trade him a blessed SS rank Rexaura or Balberith
so he can attack Ashera. He's useful, but not really necessary if you
don't think you actually need his use of that staff.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5Q.Beast Tribe Laguz~
---------------------------------------------------------------------------
Beast Tribe laguz are units that transform into either cats, tigers, or
lions to attack. They are extremely powerful when transformed, but are
weak to fire magic.
The cats' Mastery Skill is Rend, an attack that quintuples strength and
stuns the enemy for the rest of the turn.
The tigers' and lions' Mastery Skill is Roar, an attack that triples
strength and stuns the enemy for the rest of the turn.
---------------------------------------------------------------------------
~Muarim~
Starting Level--19 (Tiger)
Tiger
Cn--14
Wt--23
Mov--7 (9 when transformed)
Starting Skills--Shove (locked)
Recruitment--Talk to Tormod in Chapter 1-7 with Sothe to recruit Muarim
Affinity--Thunder
Weapon Level--Strike (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 58 | 18 | 3 | 14 | 11 | 12 | 15 | 9 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 75 | 23 | 5 | 18 | 15 | 30 | 22 | 10 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|60% | 55% | 5% | 45% | 20% | 55% | 35% | 30% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Muarim is a decent unit when you first get him. He'll double and more
likely then not kill every enemy that he encounters. As a tiger has has a
slower transformation time but is able to stay that way longer. He's got
good growths in Strength and HP, so he's capable of continually rampaging
through waves of enemies.
Problem is that you won't want him to do that, no matter how effective it
may be. He leaves at the end of Part 1, and by that point there is no way
he will have gained more then one level. You get him back in Chapter 4-4,
and at that point Muarim went from very useful to amazingly worthless. He
just can't be used at that point in the game. Don't expect to ever get use
out of Muarim no matter how much you like him. It's simply too hard to do.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Lethe~
Starting Level--21 (Cat)
Cat
Cn--6
Wt--11
Mov--7 (9 when transformed)
Starting Skills--Shove (locked)
Recruitment--Automatically at the start of Chapter 2-2
Affinity--Heaven
Weapon Level--Strike (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 51 | 9 | 6 | 13 | 12 | 18 | 9 | 10 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 65 | 18 | 10 | 20 | 20 | 30 | 14 | 16 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|85% | 35% | 5% | 30% | 50% | 45% | 35% | 20% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
As a cat, Lethe has quick transformation times but she can only stay like
that for several turns. She's able to double just about everything with
her high Speed, but the rest of her stats aren't as great to look at. Her
Defense and Strength are low, so she'll be taking a lot of damage and,
despite doubling enemies, isn't going to be dealing much damage.
She's difficult to use even though you have her for a long time. Still, her
low base stats make her hard to work with, and since she can't really get
much experience untransformed because she'll be killed quickly, she's
relatively worthless.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Mordecai~
Starting Level--16 (Tiger)
Tiger
Cn--18
Wt--27
Mov--7 (9 when transformed)
Starting Skills--Smite, Shove (locked)
Recruitment--Automatically at the start of Chapter 2-2
Affinity--Water
Weapon Level--Strike (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 57 | 14 | 1 | 9 | 9 | 15 | 16 | 4 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 75 | 23 | 5 | 18 | 15 | 30 | 22 | 10 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|90% | 35% | 10% | 25% | 15% | 80% | 45% | 15% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Mordecai is just like Lethe--a good unit in the chapter you receive him,
and after that he is just plain useless. Tigers are supposed to have high
Strength and Defense, but he only has Defense. Worse yet, never expect him
to double an enemy. Instead, expect enemies to double him.
Yeah, if he has somewhat low Defense and enemies are doubling him, that
doesn't sound too promising. If you could use Bonus Experience to greatly
increase all of his stats, then Mordecai can actually turn out to be a
decent unit that simply won't be doubled by foes. However, that requires a
lot of Bonus Experience, and it simply isn't worth the waste since in the
end you'll just get a mediocre unit.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Ranulf~
Starting Level--26 (Cat)
Cat
Cn--9
Wt--14
Mov--7 (9 when transformed)
Starting Skills--Shove (locked)
Recruitment--Automatically at the start of Chapter 3-4
Affinity--Wind
Weapon Level--Strike (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 55 | 14 | 6 | 16 | 15 | 23 | 13 | 10 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 65 | 18 | 10 | 20 | 20 | 30 | 16 | 14 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|70% | 30% | 15% | 40% | 35% | 55% | 15% | 10% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Ranulf is the best non-royal beast laguz. He comes at a high level, and
starts with all of the items a laguz you're using requires: Olivi Grass and
a Satori Sign. He's immidiately usable when you first get him, and will
remain that way through the rest of the game if you choose to use him.
Throw in four levels of Bonus Experience to get him to level 30 and use the
Satori Sign to teach him Rend. With his high Skill when transformed, he'll
activate that pretty much insta-kill attack constantly. He's insane.
His growth rates are nothing spectacular, but his base stats and maximum
stats scream Bonus Experience. Use that as his only form of leveling up
(like, one level after each chapter or so) and he will cap every stat
except for one (usually Magic or Luck). It's crazy. He'll double everything
and will kill it, too, and has high evasion. One of the more worthwhile
laguz that doesn't actually require a ton of effort to make awesome.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Lyre~
Starting Level--17 (Cat)
Cat
Cn--6
Wt--11
Mov--7 (9 when transformed)
Starting Skills--Shove (locked)
Recruitment--Automatically at the start of Chapter 3-4
Affinity--Thunder
Weapon Level--Strike (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 47 | 7 | 6 | 11 | 11 | 16 | 7 | 8 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 65 | 18 | 10 | 20 | 20 | 30 | 14 | 16 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|50% | 35% | 10% | 65% | 70% | 50% | 40% | 15% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
The final cat, Lyre, isn't as good as Ranulf, though. Nowhere near it,
actually. She comes at a poor starting level, horrible base stats, and
growths similar to Lethe's. And we all already know just how great Lethe
is!
Seriously, don't use her. She requires a ton of Bonus Experience in order
to make worthwhile. Even at that level she'll still only get 1 experience
point for each kill, so don't expect her to level up that way. She isn't
worth the effort in the long run. Focusing on her will make the rest of
your team suffer dearly.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Kyza~
Starting Level--18 (Tiger)
Tiger
Cn--12
Wt--21
Mov--7 (9 when transformed)
Starting Skills--Quickclaw, Shove (locked)
Recruitment--Automatically at the start of Chapter 3-4
Affinity--Light
Weapon Level--Strike (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 55 | 10 | 3 | 10 | 11 | 14 | 10 | 5 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 75 | 23 | 5 | 18 | 15 | 30 | 22 | 10 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|85% | 40% | 5% | 45% | 35% | 55% | 15% | 10% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Yet another horrible unit. Kyza also has horrible base stats and comes at
a relatively low level. His growths are fair in HP and Strength, and he
actually has some Speed going, but he'll never double anything. He probably
won't be doubles much either, but he's still a horrible unit.
Like almost every laguz, Kyza just isn't worth the effort it takes to make
him somewhat useful. Yes, he can cap a lot of stats. However, unless you
seriously want to favorite Kyza, he won't be doing that. Infact, just
bench him in the chapter you first get him and let him rot at the back end
of your party. Just an utter waste of Bonus Experience.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Skrimir~
Starting Level--25 (Lion)
Lion
Cn--16
Wt--26
Mov--7 (9 when transformed)
Starting Skills--Recolve, Provoke, Shove (locked)
Recruitment--Automatically at the start of Part 4 Prologue
Affinity--Fire
Weapon Level--Strike (S)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 66 | 19 | 3 | 14 | 13 | 24 | 16 | 9 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 80 | 24 | 5 | 23 | 17 | 30 | 23 | 12 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|90% | 35% | 5% | 35% | 25% | 20% | 50% | 5% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Skrimir is a strong unit when you first get him, but he comes at a low
level for some reason. I mean, why did Ranulf start higher than him? And
that was ten chapters ago, mind you. Well, needless to say, Skrimir's
growths are pretty much the worst out of most of the laguz. He has high
HP and Defense, but has nothing else good about them. His base stats are
what's important, and they are high enough so that he'll be doing a lot of
killing and won't be taking a lot of damage himself.
He can cap most of his stats if you abuse Bonus Experience on him. However,
why do that when you can just switch him out for Caineghis and Giffca at
the Endgame, who essentially are Skrimir but with nearly capped out base
stats? Seriously, there isn't much of a point unless you don't want to use
royals. If that's the case, use Bonus Experience on Skrimir. He'll turn out
awesome.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Giffca~
Starting Level--36 (Lion)
Lion
Cn--27
Wt--28
Mov--7 (9 when transformed)
Starting Skills--Nullify, Shove (locked), Roar (locked)
Recruitment--Automatically at the Base of Part 4 Endgame
Affinity--Dark
Weapon Level--Strike (SS)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 73 | 21 | 4 | 22 | 18 | 28 | 20 | 11 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 80 | 24 | 5 | 23 | 20 | 35 | 23 | 12 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|40% | 35% | 10% | 35% | 50% | 25% | 30% | 15% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Giffca is almost exactly the same as Caineghis. The only difference is that
Giffca doesn't Formshift, but he does have a Laguz Gem that he can use at
the start of every chapter to remain transformed for the duration of the
chapter. It's quite useful. Giffca is insanely powerful, and he won't be
taking much damage himself. Use the Laguz Gem and you can see him level
practically the entire battlefield himself. He's insane.
Few of his stats will cap, if any, but that doesn't make much of a
difference. With starting stats like these you shouldn't really care about
growths. Definitely use him in the Endgame if you don't hate royals.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Caineghis~
Starting Level--36 (Lion King)
Lion King
Cn--17
Wt--27
Mov--7 (9 when transformed)
Starting Skills--Fortune, Formshift (locked), Shove (locked), Roar (locked)
Recruitment--Automatically at the Base of Part 4 Endgame
Affinity--Earth
Weapon Level--Strike (SS)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 76 | 22 | 4 | 23 | 17 | 30 | 22 | 10 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 80 | 24 | 5 | 23 | 20 | 35 | 23 | 12 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|50% | 40% | 10% | 40% | 20% | 40% | 30% | 10% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
The best beast tribe laguz, Caineghis can pretty much solo an entire map
by himself. Like Giffca, he isn't likely to cap many stats, but that's
totally irrelevant when you can already beat the entire Endgame by
yourself, as long as a healer is nearby for the occasional amount of
damage that gets taken.
Yeah, he's amazing. You shouldn't have any worries about taking this
monster to the Endgame. He will destroy almost every foe in his path, and
take minimal damage while doing so. A great unit for you to use.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5R.Bird Tribe Laguz~
---------------------------------------------------------------------------
Bird Tribe laguz are units that transform into either hawks or ravens.
Despite being capable of long flight distances and powerful attacks, they
are weak to Wind magic and bows.
Their Mastery Skill is Tear, which triples strength and halves enemy Speed
for one turn.
---------------------------------------------------------------------------
~Vika~
Starting Level--13 (Raven)
Raven
Cn--6
Wt--5
Mov--6 (9 when transformed)
Starting Skills--Shriek, Shove (locked), Canto (locked)
Recruitment--Talk to Tormod in Chapter 1-7 with Sothe to recruit Vika
Affinity--Wind
Weapon Level--Strike (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 38 | 9 | 5 | 13 | 15 | 14 | 7 | 7 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 16 | 10 | 19 | 23 | 35 | 12 | 18 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|60% | 25% | 50% | 60% | 60% | 65% | 15% | 65% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Hey, a unit with good growths! Bet she won't be around for most of the
game, right?
Yeah, that's Vika's problem. She's around for a little of Part 1, then
doesn't return until 4-4. Like Tormod and Muarim, she's completely
worthless at that point unless you plan on spending thousands of Bonus
Experience points upping her levels so she can actually be useful. It's
really a shame because Vika could have been a great unit, and her evasion
rate is insane. An awesome unit gone to waste, in my opinion.
Although, you can leave her untransformed in Part 1 and boss abuse her to a
high level if you wish. It'll actually make her useful by the time she
returns. It's up to you if you wish to spend time doing that.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Nealuchi~
Starting Level--22 (Raven)
Raven
Cn--16
Wt--15
Mov--8 (9 when transformed)
Starting Skills--Wrath, Shove (locked), Canto (locked)
Recruitment--Automatically at the start of Part 2 Prologue
Affinity--Fire
Weapon Level--Strike (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 53 | 10 | 4 | 9 | 18 | 24 | 10 | 10 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 16 | 10 | 19 | 23 | 35 | 13 | 17 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|55% | 35% | 10% | 40% | 40% | 80% | 40% | 25% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Nealuchi isn't available for the majority of the game, and that isn't much
of a problem. He's a very mediocre unit. None of his growths, except for
Luck, is anything special, and he is a very weak attacker whose
transformation times are pretty high.
Overall, you should go with one of the hawks instead. It appears the
ravens got completely screwed over, huh? Both of the non-royals aren't
available for the majority of the game. But in this case, Nealuchi just
isn't going to end up a good unit unless you use massive amounts of Bonus
Experience.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Janaff~
Starting Level--29 (Hawk)
Hawk
Cn--6
Wt--7
Mov--7 (9 when transformed)
Starting Skills--Insight (locked), Shove (locked), Canto (locked)
Recruitment--Talk to him or Ulki with Ike in Chapter 3-7 (or wait until
after the chapter to recruit them anyway)
Affinity--Thunder
Weapon Level--Strike (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 57 | 16 | 2 | 19 | 17 | 30 | 12 | 8 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 65 | 19 | 5 | 23 | 21 | 35 | 16 | 12 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|55% | 40% | 15% | 45% | 25% | 50% | 35% | 10% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Janaff starts at the highest level for a non-royal laguz, and he's got some
good base stats. With high evasion and the Insight skills that'll rarely
give him less than a 100% hit chance, he's quite a good attacker. The only
problem is the fact he flies.
Despite having high evasion, Murphy's Law is going to strike you at some
point. A single bow, Crossbow, or Wind mage is capable of killing Janaff in
one shot. As long as you are careful, Janaff can be a powerful unit.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Ulki~
Starting Level--28 (Hawk)
Hawk
Cn--10
Wt--11
Mov--7 (9 when transformed)
Starting Skills--Vigilence (locked), Shove (locked), Canto (locked)
Recruitment--Talk to him or Janaff with Ike in Chapter 3-7 (or wait until
after the chapter to recruit them anyway)
Affinity--Water
Weapon Level--Strike (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 59 | 14 | 3 | 17 | 18 | 25 | 11 | 10 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 65 | 19 | 5 | 23 | 21 | 35 | 16 | 12 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|65% | 25% | 30% | 25% | 40% | 35% | 30% | 25% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Ulki is easily the best non-royal laguz. Starting at a high level, he's a
prime candidate for Bonus Experience abuse. He'll cap pretty much every
stat in no time, and giving him two levels right off the bat and a Satori
Sign so he can use Tear is worth the expense. Ulki's evasion is insane, so
you won't need to worry about archers, Crossbows, and Wind magic as much as
Janaff.
Be aware of his transformation gauge, though. With all of the attacking you
could be doing with him, him untransforming at an inopportune time needs to
be monitored so it doesn't happen.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Naesala~
Starting Level--27 (Raven King)
Raven King
Cn--11
Wt--12
Mov--7 (9 when transformed)
Starting Skills--Maelstrom, Vantage, Formshift (locked), Shove (locked),
Canto (locked), Tear (locked)
Recruitment--Automatically at the start of Part 4 Prologue
Affinity--Dark
Weapon Level--Strike (S)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 17 | 7 | 20 | 21 | 20 | 13 | 14 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 70 | 20 | 10 | 22 | 25 | 30 | 17 | 19 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|40% | 45% | 15% | 30% | 45% | 55% | 15% | 35% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Of all the laguz royals, Naesala is easily the worst. He has very meh
starting Defense, and in the Endgame you will find that he actually can't
kill everyone in one shot due to Strength issues. If it's any consolation,
he has really high evasion, so most attacks will miss. But attacks that do
hit, especially Crossbows, will deal a ton of damage. On the upside, that
insane skill will almost always ensure Tear going off every other attack,
so he'll still kill just about everything that attacks him in the Endgame.
He's still worthwhile.
The other problem with him is that he starts with an S in Strike whilst
the rest of the royals start with an SS. If you abuse him in his chapters
he will ram the SS rank in 4-3, or early in the Endgame more likely. With
room to grow he can become an amazing royal.
Use Bonus Experience on him if you want Naesala to be perfect, or just
ignore him completely. There are much better royals for the Endgame if
you choose to bring any into it. Naesala may take a bit of effort if you
didn't untransform him and let him kill foes that way, but he can be well
worth the effort.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Tibarn~
Starting Level--31 (Hawk King)
Hawk King
Cn--14
Wt--16
Mov--8 (9 when transformed)
Starting Skills--Savior, Pavise, Formshift (locked), Shove (locked), Canto
(locked), Tear (locked)
Recruitment--Automatically at the start of Chapter 4-2
Affinity--Heaven
Weapon Level--Strike (SS)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 68 | 18 | 2 | 24 | 20 | 29 | 16 | 10 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 75 | 22 | 6 | 25 | 23 | 35 | 16 | 12 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|75% | 40% | 5% | 10% | 20% | 40% | 40% | 20% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Tibarn is one of the best royals you can bring into the Endgame. He has
extremely high Speed and Defense, as well as quite high Strength. Use a
level of Bonus Experience or two in order to increase his Strength a little
because Tibarn can sadly suffer the same problem as Naesala.
Other than that, Tibarn is an awesome unit. You won't face any problems if
you choose to use him, and he has a few levels to grow while in the Endgame
so he can end up maxing out Strength, which is entirely likely.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5S.Wolf Tribe Laguz~
---------------------------------------------------------------------------
Wolf Tribe laguz are units that transform into wolves to attack. They are
capable of immense power, but are weak to fire magic.
Their Mastery Skill is Savage, an attack that triples Strength and halves
enemy Skill for one turn.
---------------------------------------------------------------------------
~Volug~
Starting Level--15 (Wolf)
Wolf
Cn--11
Wt--18
Mov--7 (9 when transformed)
Starting Skills--Howl, Shove (locked), Wildheart (locked until 3-6)
Recruitment--Read the "Nailah" Info conversation at the Chapter 1-5 Base.
Affinity--Earth
Weapon Level--Strike (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 49 | 11 | 2 | 12 | 13 | 13 | 9 | 5 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 70 | 20 | 7 | 23 | 18 | 35 | 15 | 10 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|95% | 25% | 15% | 35% | 40% | 90% | 15% | 10% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Volug starts off as a unit that can one round every foe for several
chapters. Afterwards he becomes pretty much worthless. The fact is because
he has Wildheart locked on him until Part 3, so his stats will be severely
hindered. Once in Part 3, remove that stupid skill.
If you give Volug the Beastfoe and Resolve skills, then leave him
untransformed in chapter 3-6, he can gain nearly a dozen levels before the
chapter ends. If you do this, his stats will rise at an alarming rate, and
he can easily become one of the best laguz in the game. Then, repeat this
process again in chapter 3-13 to increase his level even further. He can be
a crazy good unit, but if you don't do this then Volug is mostly worthless.
And if you need a comparison, he's almost identical to Nailah at level 40.
Almost. He's a godly unit.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Nailah~
Starting Level--33 (Wolf Queen)
Wolf Queen
Cn--9
Wt--16
Mov--7 (9 when transformed)
Starting Skills--Guard, Glare (locked), Formshift (locked), Shove (locked),
Savage (locked)
Recruitment--Automatically at the start of Chapter 1-8
Affinity--Wind
Weapon Level--Strike (SS)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 66 | 17 | 5 | 23 | 19 | 35 | 16 | 13 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 70 | 20 | 7 | 24 | 20 | 40 | 20 | 15 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|60% | 30% | 15% | 20% | 20% | 45% | 30% | 30% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
One of the better laguz royals, don't abuse Nailah at all in Part 1. The
rest of the Dawn Brigade needs the experience more then her. In Part 4,
Nailah is far better to use. She'll pretty much kill everything that
attacks her, and she has decent growths so her stats can still increase a
bit, and possible max out before or during the Endgame.
She's a great unit, comparable to Tibarn in Strength and Speed. A good
choice for the Endgame if you really need her.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5T.Dragon Tribe Laguz~
---------------------------------------------------------------------------
Dragon Tribe laguz are units that transform into huge dragons to attack.
Capable of ranged, powerful attacks, they are weak to Thunder magic.
Their Mastery Skill is Ire, an attack which triples damage inflicted.
---------------------------------------------------------------------------
~Ena~
Starting Level--22 (Red Dragon)
Red Dragon
Cn--6
Wt--11
Mov--5
Starting Skills--Boon, Blood Tide, Miracle, Renewal, Shove (locked)
Recruitment--Automatically at the Base of Part 4 Endgame
Affinity--Earth
Weapon Level--Strike (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 59 | 10 | 15 | 13 | 11 | 18 | 13 | 17 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 70 | 20 | 20 | 15 | 13 | 30 | 20 | 20 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|50% | 20% | 50% | 40% | 40% | 35% | 15% | 50% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Ena is difficult to raise at this point in the game. She starts severely
underleveled compared to the rest of your team, and she just doesn't have
enough time to get her stats up high.
Unless you shovel tons of leftover Bonus Experience into her, there is no
need at all to use her at all. Her growths a mediocre as well, so you
shouldn't feel bad benching her.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Kurthnaga~
Starting Level--20 (Dragon Prince)
Dragon Prince
Cn--7
Wt--12
Mov--6
Starting Skills--Night Tide, Shove (locked), Formshift (locked, earned
after clearing Part 4 Endgame-3)
Recruitment--Automatically at the Base of Part 4 Endgame
Affinity--Water
Weapon Level--Strike (A)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 55 | 15 | 7 | 8 | 10 | 21 | 15 | 15 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 80 | 23 | 12 | 18 | 16 | 30 | 23 | 19 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|95% | 45% | 15% | 20% | 35% | 60% | 25% | 40% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Kurthnaga starts at an even lower level, and is only good if you stuff him
full of Bonus Experience. He can end up a great unit if you only use Bonus
Experience, and with the Formshift skill he automatically obtains,
Kurthnaga can actually end up a fantastic unit.
Unless you're playing on Easy or Normal with a lot of leftover Bonus
Experience, you probably won't be using Kurthnaga. If you do end up using
him, make sure that you use a Satori Sign on him. Ire can be a crazy
powerful move.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Gareth~
Starting Level--31 (Red Dragon)
Red Dragon
Cn--18
Wt--26
Mov--5
Starting Skills--Blood Tide, Shove (locked)
Recruitment--Automatically at the start of Part 4 Endgame Battle 4 if he
survived Battle 3
Affinity--Thunder
Weapon Level--Strike (S)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 82 | 22 | 5 | 10 | 7 | 20 | 21 | 9 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 90 | 25 | 10 | 15 | 10 | 30 | 23 | 15 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|90% | 40% | 5% | 30% | 10% | 65% | 30% | 25% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Gareth comes at a time where he really isn't needed. There's no way he is
going to reach level 40 since you've likely wasted all of your experience,
so the only thing he is good for is his Blood Tide bonuses.
Pretty crappy growths, but they won't matter much. It's highly unlikely
that you will actually want to use Gareth. He's simply too little too late.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Nasir~
Starting Level--34 (White Dragon)
White Dragon
Cn--11
Wt--18
Mov--5
Starting Skills--Boon, White Pool, Nihil, Shove (locked)
Recruitment--Automatically at the start of Part 4 Endgame Battle 4 if he
survived Battle 3
Affinity--Light
Weapon Level--Strike (S)
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 74 | 7 | 24 | 13 | 8 | 19 | 12 | 21 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 90 | 10 | 25 | 15 | 10 | 30 | 15 | 23 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|70% | 15% | 45% | 35% | 20% | 45% | 15% | 40% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Nasir is a decent unit that starts with several near-capped stats. However,
like Gareth, he simply can't be used at this time in the game. He can't
double any of the remaining foes in the game, and since every single one of
them has huge Resistance stats, Nasir's magic-based attacks are worthless.
He just can't be used. Recruit him and slap that Nihil skill on a unit that
is actually good. Like Haar or Nephenee. Nasir is practically unusable
right now. Although, you should at least leave him transformed to take
advantage of that White Pool skill. It's useful for the last two chapters.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~5U.Herons~
---------------------------------------------------------------------------
Herons are units that chant galdrar in order to give adverse effects to
their allies. They are extremely useful, but quite fragile, so keep them
protected.
They all start with Vigor, and chant which gives a unit or units the
ability to move a second time on a turn. At level 15 they gain Bliss which
raises an allies' Biorhythm to its Best point, as well as Sorrow which
lowers an enemy's Biorhythm to its Worst point. At level 30 they learn
Valor, a chant that raises an ally's Transform Guage to its highest point.
At level 40 they learn Recovery which fully restores the HP and condition
of an ally.
---------------------------------------------------------------------------
~Rafiel~
Starting Level--12 (Heron)
Heron
Cn--8
Wt--5
Mov--5
Starting Skills--Blessing, Galdrar (locked), Shove (locked)
Recruitment--Automatically at the start of Chapter 1-8
Affinity--Heaven
Weapon Level--None
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 31 | 1 | 6 | 1 | 6 | 31 | 3 | 13 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 5 | 15 | 10 | 15 | 50 | 10 | 25 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|60% | 0% | 40% | 10% | 20% | 60% | 10% | 50% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Rafiel is capable is Vigoring four units on his turn regardless if he's
transformed or not (never make him transform, though, because then he won't
be able to climb gaps. He doesn't get any benefits from transforming).
He has very low movement, so hand him Tormod's Celerity skill to give him
7 movement. This will make him a lot more useful. For the Endgame, a
Celerity Rafiel is the best pick. Otherwise, you're better off sticking
with Reyson. Just be careful with Rafiel--without any flight he can't Canto
to safety, so you'll need to use him more carefully than the other Herons.
It'll pay off in the long run, though.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Leanne~
Starting Level--5 (Heron)
Heron
Cn--5
Wt--2
Mov--5 (6 when transformed)
Starting Skills--Blessing, Galdrar (locked), Shove (locked), Canto (locked)
Recruitment--Automatically at the start of Part 2 Prologue
Affinity--Water
Weapon Level--None
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 25 | 0 | 3 | 1 | 6 | 27 | 2 | 11 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 5 | 15 | 10 | 15 | 50 | 10 | 25 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|60% | 0% | 40% | 10% | 20% | 80% | 10% | 40% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
The worst of the three Herons. She can only Vigor two units adjacent to her
(either left and right, or up and down) whether she's transformed or not.
Although she can fly and Canto, her low movement (and a pitiful 6 when
transforms) renders her pretty worthless. You can give Celerity to her, but
it still won't improve her Vigor rate. Sadly, you should not bring her to
the Endgame. She will be the least helpful of the three Herons. She's still
insanely useful in the chapter's you're forced to have her in, of course.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
~Reyson~
Starting Level--15 (Heron)
Heron
Cn--8
Wt--5
Mov--6 (8 when transformed)
Starting Skills--Blessing, Galdrar (locked), Shove (locked), Canto (locked)
Recruitment--Automatically at the start of Chapter 3-5
Affinity--Fire
Weapon Level--None
Base Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 40 | 3 | 5 | 5 | 11 | 31 | 6 | 17 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Third Tier Maximum Stats
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
| 60 | 5 | 13 | 10 | 16 | 50 | 12 | 24 |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Growth Rates
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
| HP | Str | Mag | Skl | Spd | Lck | Def | Res |
|65% | 5% | 30% | 20% | 20% | 60% | 20% | 20% |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Reyson is the best of the three Herons without Celerity. He can only Vigor
one unit while untransformed, but transforms at the quickest pace of all
the Herons. While transformed he can Vigor four units just like Rafiel.
He has the largest movement range, and Celerity can make that even better.
A Celerity Reyson that uses a Laguz Gem on each of the sections of the
Endgame is absolutely fantastic. A good pick if you don't know who to
choose for the Endgame.
---------------------------------------------------------------------------
===========================================================================
~6.Weapon Inventory~
===========================================================================
This section contains the info for every weapon in the game. Pretty
self-explainatory. Here's the way I list the weapons:
Name--The name of the weapon
Rank--The rank (from E to SS)
Dur--The durability of the weapon. If it runs out, weapon breaks and can
never be used again. If labeled with an X, the weapon has infinite uses.
Hit--The base hit percentage of the weapon
Crit--The base critical hit percentage of the weapon
Wt--The weight of the weapon. If weight exceeds Strength, an Attack Speed
penalty will be issued.
Rng--The attack range of the weapon
Notes--Any additional or special effects the weapon may have
---------------------------------------------------------------------------
~6A.Swords~
---------------------------------------------------------------------------
***************************************************************************
* Name * Rank * Mt * Dur * Hit * Crit * Wt * Rng * Notes *
***************************************************************************
*Slim Sword * E * 2 * 35 * 100 * 5 * 2 * 1 * *
*Bronze Sword * E * 3 * 50 * 95 * X * 5 * 1 *Can't critical*
*Iron Sword * D * 6 * 50 * 90 * 0 * 7 * 1 * *
*Steel Sword * C * 9 * 40 * 85 * 0 * 11 * 1 * *
*Iron Blade * C * 10 * 40 * 70 * 0 * 13 * 1 * *
*Steel Blade * B * 13 * 35 * 65 * 0 * 17 * 1 * *
*Silver Sword * A * 12 * 30 * 80 * 0 * 10 * 1 * *
*Silver Blade * A * 16 * 30 * 60 * 0 * 16 * 1 * *
*Vague Katti * SS * 20 * 50 * 95 * 5 * 10 * 1 *+3 Defense *
*Venin Edge * D * 6 * 50 * 90 * 0 * 7 * 1 *Poisons foe *
*Wind Edge * D * 6 * 20 * 60 * 0 * 10 * 1-2 * *
*Brave Sword * C * 9 * 40 * 90 * 0 * 9 * 1 *Strikes twice *
*Wo Dao * B * 7 * 30 * 90 * 20 * 7 * 1 * *
*Storm Sword * B * 12 * 20 * 50 * 0 * 11 * 1-2 * *
*Killing Edge * B * 8 * 30 * 85 * 30 * 8 * 1 * *
*Wyrmslayer * B * 11 * 20 * 70 * 0 * 14 * 1 *X3 dmg Dra/Wyv*
*Tempest Blade * S * 18 * 20 * 55 * 5 * 15 * 1-2 * *
*Florete * X * 14 * 45 * 95 * 15 * 5 * 1-2 *Mist only *
*Ettard * X * 12 * 50 * 75 * 10 * 17 * 1 *Ike only *
*Caladbolg * X * 15 * 40 * 85 * 5 * 8 * 1 *For Edw, +8Luk*
*Amiti * X * 15 * X * 90 * 0 * 10 * 1 *Strikes twice *
*Ragnell * X * 18 * X * 80 * 5 * 20 * 1-2 *For Ike, +5Def*
*Alondite * SS * 18 * X * 90 * 5 * 20 * 1-2 *+5 Defense *
***************************************************************************
---------------------------------------------------------------------------
~6B.Lances~
---------------------------------------------------------------------------
***************************************************************************
* Name * Rank * Mt * Dur * Hit * Crit * Wt * Rng * Notes *
***************************************************************************
*Bronze Lance * E * 4 * 50 * 90 * X * 6 * 1 *Can't critical*
*Iron Lance * D * 7 * 50 * 85 * 0 * 9 * 1 * *
*Steel Lance * C * 10 * 40 * 80 * 0 * 13 * 1 * *
*Iron Greatlance * C * 11 * 40 * 75 * 0 * 14 * 1 * *
*Steel Greatlance* B * 14 * 35 * 70 * 0 * 18 * 1 * *
*Silver Lance * A * 13 * 30 * 80 * 0 * 12 * 1 * *
*Silvr Greatlance* A * 17 * 30 * 50 * 0 * 17 * 1 * *
*Horseslayer * D * 12 * 20 * 65 * 0 * 15 * 1 *X3 dmg horses *
*Killer Lance * B * 9 * 20 * 80 * 30 * 10 * 1 * *
*Javelin * D * 7 * 20 * 65 * 0 * 11 * 1-2 * *
*Short Spear * B * 10 * 20 * 55 * 0 * 12 * 1-2 * *
*Spear * S * 13 * 20 * 60 * 5 * 16 * 1-2 * *
*Brave Lance * C * 10 * 40 * 85 * 0 * 11 * 1 *Strikes twice *
*Wishblade * SS * 22 * 50 * 100 * 5 * 15 * 1-2 *+3 Luck *
***************************************************************************
---------------------------------------------------------------------------
~6C.Axes~
---------------------------------------------------------------------------
***************************************************************************
* Name * Rank * Mt * Dur * Hit * Crit * Wt * Rng * Notes *
***************************************************************************
*Bronze Axe * E * 5 * 50 * 85 * X * 7 * 1 *Can't critical*
*Iron Axe * D * 8 * 50 * 80 * 0 * 11 * 1 * *
*Steel Axe * C * 11 * 40 * 75 * 0 * 15 * 1 * *
*Iron Poleax * C * 12 * 40 * 65 * 0 * 16 * 1 * *
*Steel Poleax * C * 15 * 35 * 60 * 0 * 20 * 1 * *
*Silver Axe * A * 14 * 30 * 70 * 0 * 14 * 1 * *
*Silver Poleax * A * 18 * 30 * 60 * 0 * 19 * 1 * *
*Hammer * D * 13 * 20 * 60 * 0 * 17 * 1 *X3 dmg armor *
*Venin Axe * D * 8 * 50 * 80 * 0 * 11 * 1 *Poisons foe *
*Killer Axe * C * 10 * 30 * 75 * 30 * 12 * 1 * *
*Brave Axe * C * 11 * 40 * 80 * 0 * 13 * 1 *Attacks twice *
*Short Axe * C * 12 * 15 * 60 * 0 * 13 * 1-2 * *
*Hand Axe * D * 9 * 25 * 70 * 0 * 12 * 1-2 * *
*Tomahawk * S * 15 * 15 * 65 * 5 * 17 * 1-2 * *
*Tarvos * X * 18 * 40 * 100 * 5 * 12 * 1 *For Nol, +4Def*
*Urvan * SS * 22 * 50 * 110 * 5 * 17 * 1 *+3 Resistance *
***************************************************************************
---------------------------------------------------------------------------
~6D.Bows~
---------------------------------------------------------------------------
Note--The five different Crossbows do NOT run off your Strength stat! Their
Might is fixed--it can't be added to with Strength.
***************************************************************************
* Name * Rank * Mt * Dur * Hit * Crit * Wt * Rng * Notes *
***************************************************************************
*Bronze Bow * E * 3 * 50 * 80 * X * 4 * 2 *Can't critical*
*Iron Bow * D * 6 * 50 * 85 * 0 * 8 * 2 * *
*Steel Bow * C * 10 * 35 * 80 * 0 * 10 * 2 * *
*Silver Bow * A * 15 * 25 * 75 * 0 * 9 * 2 * *
*Venin Bow * D * 6 * 50 * 85 * 0 * 8 * 2 *Poisons foe *
*Rolf's Bow * C * 8 * 45 * 85 * 0 * 8 * 2 * *
*Iron Longbow * C * 8 * 20 * 65 * 0 * 15 * 2-3 * *
*Steel Longbow * B * 12 * 20 * 60 * 0 * 18 * 2-3 * *
*Silver Longbow * S * 17 * 20 * 55 * 0 * 17 * 2-3 * *
*Brave Bow * B * 9 * 40 * 85 * 0 * 10 * 2 * *
*Killer Bow * C * 8 * 25 * 80 * 30 * 9 * 2 * *
*Silencer * A * 16 * 50 * 100 * 5 * 6 * 2 * *
*Lughnasadh * X * 16 * 40 * 100 * 5 * 5 * 2 *For Leo, +5Spd*
*Double Bow * SS * 22 * 50 * 100 * 5 * 12 * 1-2 *+3 Strength *
***************************************************************************
*Bowgun * X * 24 * 40 * 100 * 0 * 12 * 1-2 * *
*Crossbow * X * 28 * 35 * 100 * 0 * 14 * 1-2 * *
*Taksh * X * 30 * 30 * 100 * 10 * 16 * 1-2 * *
*Aqqar * X * 34 * 25 * 100 * 0 * 18 * 1-2 * *
*Arberlest * X * 38 * 20 * 100 * 15 * 20 * 1-2 * *
***************************************************************************
---------------------------------------------------------------------------
~6E.Knives~
---------------------------------------------------------------------------
***************************************************************************
* Name * Rank * Mt * Dur * Hit * Crit * Wt * Rng * Notes *
***************************************************************************
*Bronze Knife * E * 1 * 30 * 70 * X * 1 * 1-2 *Can't critical*
*Bronze Dagger * D * 2 * 45 * 85 * X * 2 * 1 *Can't critical*
*Iron Knife * D * 2 * 25 * 65 * 0 * 2 * 1-2 * *
*Iron Dagger * C * 5 * 40 * 80 * 5 * 3 * 1 * *
*Steel Knife * C * 4 * 20 * 60 * 0 * 3 * 1-2 * *
*Steel Dagger * B * 8 * 35 * 85 * 5 * 5 * 1 * *
*Silver Knife * A * 7 * 15 * 60 * 0 * 4 * 1-2 * *
*Silver Dagger * A * 12 * 25 * 85 * 5 * 7 * 1 * *
*Beast Killer * D * 9 * 20 * 65 * 20 * 8 * 1 *X3 dmg beasts *
*Kard * B * 4 * 30 * 70 * 0 * 6 * 1 * *
*Stiletto * A * 8 * 25 * 80 * 20 * 8 * 1 * *
*Peshkatz * S * 13 * 30 * 90 * 0 * 9 * 1-2 * *
*Baselard * SS * 18 * 50 * 100 * 15 * 10 * 1 * *
***************************************************************************
---------------------------------------------------------------------------
~6F.Magic~
---------------------------------------------------------------------------
***************************************************************************
* Name * Rank * Mt * Dur * Hit * Crit * Wt * Rng * Notes *
***************************************************************************
*Wind * E * 4 * 40 * 95 * 0 * 2 * 1-2 * *
*Elwind * D * 6 * 35 * 90 * 0 * 4 * 1-2 * *
*Blizzard * C * 7 * 5 * 75 * 0 * 17 * 3-10* *
*Arcwind * B * 8 * 25 * 85 * 10 * 6 * 1-2 * *
*Tornado * S * 10 * 20 * 80 * 0 * 7 * 1-2 * *
*Rexcalibur * SS * 13 * 15 * 105 * 10 * 12 * 1-2 *+3 Luck *
***************************************************************************
*Thunder * E * 3 * 40 * 80 * 5 * 4 * 1-2 * *
*Elthunder * C * 5 * 35 * 75 * 10 * 6 * 1-2 * *
*Bolting * B * 6 * 5 * 60 * 5 * 19 * 3-10* *
*Arcthunder * A * 7 * 25 * 70 * 15 * 9 * 1-2 * *
*Thoron * S * 9 * 20 * 65 * 5 * 11 * 1-2 * *
*Rexbolt * SS * 12 * 15 * 95 * 15 * 14 * 1-2 *+3 Skill *
***************************************************************************
*Fire * E * 5 * 40 * 90 * 0 * 3 * 1-2 * *
*Elfire * D * 7 * 35 * 85 * 0 * 5 * 1-2 * *
*Meteor * C * 8 * 5 * 70 * 0 * 18 * 3-10* *
*Arcfire * B * 9 * 25 * 80 * 5 * 7 * 1-2 * *
*Bolganone * S * 11 * 20 * 75 * 0 * 9 * 1-2 * *
*Rexflame * SS * 14 * 15 * 100 * 5 * 13 * 1-2 *+3 Speed *
*Cymbeline * X * 13 * 45 * 95 * 10 * 5 * 1-2 *Sanaki only *
***************************************************************************
*Light * E * 3 * 40 * 100 * 0 * 1 * 1-2 * *
*Ellight * C * 5 * 35 * 95 * 0 * 3 * 1-2 * *
*Purge * B * 5 * 5 * 80 * 0 * 16 * 3-10* *
*Shine * A * 7 * 25 * 90 * 10 * 5 * 1-2 * *
*Valaura * S * 8 * 17 * 95 * 0 * 12 * 1-2 *Poisons foe *
*Nosferatu * S * 6 * 20 * 80 * 0 * 7 * 1-2 *Dmg=HP restore*
*Rexaura * SS * 12 * 15 * 110 * 5 * 11 * 1-2 *+3 Defense *
*Thani * X * 8 * 45 * 100 * 0 * 1 * 1-2 *X3 horse/armor*
***************************************************************************
*Worm * C * 8 * 30 * 75 * 0 * 9 * 1-2 * *
*Carreau * B * 10 * 25 * 70 * 5 * 11 * 1-2 * *
*Fenrir * A * 9 * 5 * 60 * 0 * 20 * 3-10* *
*Verrine * S * 12 * 20 * 65 * 0 * 13 * 1-2 * *
*Balberith * SS * 15 * 15 * 75 * 10 * 15 * 1-2 *+3 Strength *
***************************************************************************
---------------------------------------------------------------------------
~6G.Laguz Attacks~
---------------------------------------------------------------------------
***************************************************************************
* Name * Rank * Mt * Dur * Hit * Crit * Wt * Rng * Notes *
***************************************************************************
*Claw * A * 8 * X * 90 * 0 * 0 * 1 *Cats only *
*Claw * S * 13 * X * 90 * 0 * 0 * 1 *Cats only *
*Claw * SS * 18 * X * 90 * 0 * 0 * 1 *Cats only *
*Fang * A * 10 * X * 90 * 0 * 0 * 1 *Tigers only *
*Fang * S * 15 * X * 90 * 0 * 0 * 1 *Tigers only *
*Fang * SS * 20 * X * 90 * 0 * 0 * 1 *Tigers only *
*Fang * A * 9 * X * 90 * 0 * 0 * 1 *Wolves only *
*Fang * S * 14 * X * 90 * 0 * 0 * 1 *Wolves only *
*Fang * SS * 19 * X * 90 * 0 * 0 * 1 *Wolves only *
*Fang * A * 11 * X * 95 * 0 * 0 * 1 *Lions only *
*Fang * S * 16 * X * 95 * 0 * 0 * 1 *Lions only *
*Fang * SS * 21 * X * 95 * 0 * 0 * 1 *Lions only *
*Talon * A * 8 * X * 90 * 0 * 0 * 1 *Hawks only *
*Talon * S * 13 * X * 90 * 0 * 0 * 1 *Hawks only *
*Talon * SS * 18 * X * 90 * 0 * 0 * 1 *Hawks only *
*Beak * A * 7 * X * 90 * 0 * 0 * 1 *Ravens only *
*Beak * S * 12 * X * 90 * 0 * 0 * 1 *Ravens only *
*Beak * SS * 17 * X * 90 * 0 * 0 * 1 *Ravens only *
*Breath (red) * A * 13 * X * 80 * 0 * 0 * 1-2 *Red Drag only *
*Breath (red) * S * 18 * X * 90 * 0 * 0 * 1-2 *Red Drag only *
*Breath (red) * SS * 23 * X * 100 * 0 * 0 * 1-2 *Red Drag only *
*Breath (white) * S * 16 * X * 100 * 0 * 0 * 1-2 *Whte Dra only *
*Breath (white) * SS * 21 * X * 110 * 0 * 0 * 1-2 *Whte Dra only *
*Breath (black) * A * 12 * X * 95 * 0 * 0 * 1-2 *Kurth only *
*Breath (black) * S * 17 * X * 105 * 0 * 0 * 1-2 *Kurth only *
*Breath (black) * SS * 22 * X * 115 * 0 * 0 * 1-2 *Kurth only *
*Great Fang * SS * 20 * X * 100 * 0 * 0 * 1 *Nailah only *
*Great Fang * SS * 22 * X * 100 * 0 * 0 * 1 *Caine/Giffca *
*Great Talon * SS * 20 * X * 100 * 0 * 0 * 1 *Tibarn only *
*Great Beak * S * 13 * X * 95 * 0 * 0 * 1 *Naesala only *
*Great Beak * SS * 18 * X * 100 * 0 * 0 * 1 *Naesala only *
***************************************************************************
---------------------------------------------------------------------------
~6H.Staves~
---------------------------------------------------------------------------
This section is slightly different. Staves can only injure enemies in
counterattacks. Every staff has a Might of 0 and a base Hit of 100.
Listed here is also the effects of the staff at the beginning of each turn
when it is equipped.
For ranges, M represents the Magic stat or the staff wielder.
***************************************************************************
* Name * Rank * Dur *Crit * Wt * Rng * Effects *
***************************************************************************
*Heal * E * 40 * 5 * 2 * 1 *Restores 5 HP *
*Mend * D * 20 * 10 * 4 * 1 *Restores 10 HP *
*Recover * B * 15 * 20 * 6 * 1 *Restores 25 HP *
*Physic * C * 15 * 25 * 5 *1-M/2*Restores 20 HP *
*Fortify * S * 5 * 50 * 7 *1-M/2*Restores 30 HP *
*Restore * C * 10 * 15 * 4 * 1 *Cures negative conditions *
*Ward * C * 15 * 20 * 4 * 1 *+2 Speed and Defense *
*Sleep * B * 3 * 35 * 6 *1-M/2*Cures sleep *
*Rescue * C * 3 * 40 * 6 *1-M/2*+4 Defense, +5 Speed *
*Unlock * D * 10 * 15 * 7 * 1 *+1 Defense, +3 Speed *
*Torch * D * 10 * 15 * 7 * 0 *+2 vision in Fog of War *
*Silence * A * 3 * 30 * 7 *1-M/2*Cures silence *
*Hammerne * C * 3 * 25 * 7 * 1 *+3 Defense, +1 Speed *
*Matrona * SS * 3 * 100 * 3 *1-M/2*Res 20 HP, cond, and +5Def*
*Ashera Staff * SS * 3 * 100 * 4 * All *Fully heals everyone *
***************************************************************************
---------------------------------------------------------------------------
~6I.Misc. Items~
---------------------------------------------------------------------------
These items can be used to attack. All of them run off of the users' Magic
stat. These can't be used by magic users themselves, though.
***************************************************************************
* Name * Rank * Mt * Dur * Hit * Crit * Wt * Rng * Notes *
***************************************************************************
*Spectre Card * X * 5 * 15 * 100 * 0 * X * 1-2 * *
*Reaper Card * X * 8 * 10 * 100 * 0 * X * 1-2 * *
*Daemon Card X * 12 * 5 * 100 * 0 * X * 1-2 * *
***************************************************************************
===========================================================================
~7.Hidden Items~
===========================================================================
Many maps have items hidden on the ground. You can only get these items
by having a character stand on the designated space. Their Luck stat
determines the odds of getting the item, as well as current Biorhythm and
map affinity. Thieves have an additional 60% chance of getting a hidden
item, so it's best to use them for these. You are not required to get any
of these items, but many of them are quite useful.
The way these coordnates are given is simple. Place the cursor in the
bottom-left corner of the map. Then, just move the cursor the amount of
spaces in each direction I direct you and place a unit, or thief, there.
Keep choosing the "Wait" command on following turns to keep attempting to
get the item until sucessful.
Chapter 1-3:
Coin--Move nine east, eight north
Chapter 1-4:
Coin--Move nine east, six north
Master Seal--Move eleven east, two north
Beastfoe--Move eight north
Chapter 1-5:
Coin--Move ten east, five north
Concoction--Move two east, 13 north
Chapter 1-6.1:
Coin--Move eighteen east, ten north
Arms Scroll--Move nine east, seven north
Chapter 1-6.2:
Master Seal--Move seven east, twelve north
Chapter 1-7:
Coin--Move two east, seventeen north
Master Seal--Move sixteen east, fifteen north
Chapter 1-8:
Coin--Move four east, two north
Coin--Move seven north
Coin--Move nineteen eaast, twelve north
Arms Scroll--Move twenty three east, fourteen north
Chapter 1-9:
Coin--Move five north
Coin--Move five east, six north
Olivi Grass--Move three east
Chapter 2-2:
Discipline--Move twenty four east
Chapter 2-3:
Coin--Move twenty nine north
Coin--Move twelve east, nineteen north
Arms Scroll--Move six east, twenty one north
Part 2 Endgame:
Coin--Move six north
Olivi Grass--Move three east, fourteen north
Arms Scroll--Move twenty one east, seven north
Part 3 Prologue:
Coin--Move fourteen east, twenty north
Chapter 3-1:
Coin--Move twelve east, fifteen north
Torch--Move twelve east, seven north
Chapter 3-2:
Coin--Move sixteen east, five north
Coin--Move twenty six east, seven north
Chapter 3-3:
Coin--Move fourteen north
Chapter 3-4:
Coin--Move one east, twenty north
Coin--Move eight east, twenty six north
Ettard--Move eleven east, thirty two north
Chapter 3-5:
Coin--Move three east, seventeen north
Coin--Move eighteen east, one north
Coin--Move eighteen east, thirteen north
Olivi Grass--Move nine east, eleven north
Chapter 3-6:
Brave Bow--Move five east, six north
Chapter 3-7:
Coin--Move nineteen east, sixteen north
Coin--Move four east, twenty nine north
Chapter 3-8:
Coin--Move sixteen east, eighteen north
Chapter 3-9:
Coin--Move fifteen east, one north
Spirit Dust--Move fourteen east, fifteen north
Chapter 3-10:
Coin--Move twenty three east, one north
Coin--Move twenty five east, twelve north
Chapter 3-11:
Coin--Move fourty eight east
Part 3 Endgame:
Coin--Move twenty one east, nine north
Rescue--Move eighteen east, thirteen north
Part 4 Prologue:
Coin--Move two east, seventeen north
Coin--Move ten east, twelve north
Arms Scroll--Move nineteen east
Chapter 4-1:
Coin--Move four east, thirteen north
Coin--Move five east, twenty four north
Arms Scroll--Move seventeen east, twenty one north
Satori Sign--Move three east, twenty one north
Chapter 4-2:
Coin--Move twenty five east, seven north
Coin--Move twenty six east, ten north
Arms Scroll--Move nineteen east, nine north
Chapter 4-3:
Coin--Move two east, two north
Coin--Move five east, twenty north
White Gem--Move seven east, eight north
Laguz Gem--Move sixteen east, two north
Baselard--Move twelve east, ten north
Dragonfoe--Move eleven east, sixteen north
Chapter 4-4:
Coin--Move fifteen east, thirteen north
Maelstrom--Move one east, fifteen north
Chapter 4-5:
Coin--Move one east, twenty one north
Coin--Move Move five east, eight north
Coin--Move sixteen east, thirteen north
Coin--Move twenty east, twenty five north
Olivi Grass--Move four east, thirteen north
Olivi Grass--Move eleven east, ten north
Ashera Icon--Move thirteen east, sixteen north
===========================================================================
~8.Sound Room~
===========================================================================
After beating the game you will unlock the Sound Room, an area past the
Main Menu where you can listen to the music in the game. In order to listen
to a particular theme, you must have already heard it while playing the
game. Here's how to unlock each song:
1.Fire Emblem Theme (Title Screen Theme)
2.Echoes of Daybreak (Part 1 Prologue map theme)
3.Conviction (Micaiah's dialogue)
4.Dark Traveler (Part 1 map theme)
5.Bearer of Hope (Defense Objective map theme)
6.A Gathering of Storms (Part 2 map theme)
7.Proud Fight (Part 2 map theme)
8.Eternal Bond (Part 3 map theme)
9.Ascent (Part 4 Endgame map theme)
10.Hymn of the Righteous (Part 1 map theme)
11.Road of Sorrow (Map theme)
12.Unending Task (Part 4 map theme)
13.A Grasping Truth (Part 4 Endgame-5 map theme)
14.Dawn Brigade (Dawn Brigade battle theme)
15.March (Micaiah's group battle theme)
16.On Glory's Wings (Crimean army battle theme)
17.The Devoted (Greil Mercenaries battle theme)
18.Time of Action (Apostle's Army battle theme)
19.Finale in Fear (Part 4 Endgame-5 battle theme)
20.Waves of Discord (Feral Ones' battle theme)
21.To War (Enemy attacks battle theme)
22.Dilemma (Crimean rebel battle theme)
23.Embodiment of Change (Part 4 enemy battle theme)
24.Battle of Pride (Boss battle theme)
25.Stalking Menace (Jarod's battle theme)
26.Ideals Clash (Part 4 boss battle theme)
27.The Strong (Zelgius' battle theme)
28.Wisdom of Ages (Dheginsea's battle theme)
29.Origin's End (Sephiran's battle theme)
30.Beauty is a Mad Mistress (Oliver's battle theme)
31.Unstoppable Destiny (Black Knight's battle theme)
32.King of the Sky (Tibarn's battle theme)
33.Wheeling Corby (Naesala's battle theme)
34.March of the Lion King (Caineghis's battle theme)
35.The Pledge (Promotion theme)
36.Threat of War (Dialogue theme)
37.Tension (Dialogue theme)
38.Unease (Dialogue theme)
39.Battle is Joined (Dialogue theme)
40.At Peace (Dialogue theme)
41.Divine Tranquility (Dialogue theme)
42.Eyes of Rage (Dialogue theme)
43.Cats at Play (Dialogue theme)
44.Morale Fades (Dialogue theme)
45.Revelation of Dawn (Dialogue theme)
46.Sorrowful Prince Pelleas (Dialogue theme)
47.The Mind of Izuka (Dialogue theme)
48.Stalwarts Unite (New recruit theme)
49.In My Hands (Dialogue theme)
50.Aesthetics of Deprivation (Dialogue theme)
51.No Word for Defeat (Dialogue theme)
52.Goddess of Dawn (Dialogue theme)
53.The Goddess Wakes (Dialogue theme)
54.Divine Healing (Dialogue theme)
55.Zealot's Prayer (Dialogue theme)
56.The Goddess' Rebuke (Dialogue theme)
57.Ashera the Creator (Dialogue theme)
58.Child of Chaos (Dialogue theme)
59.Micaiah's Dawn (Dialogue theme)
60.Empress Sanaki (Dialogue theme)
61.Zelgius the Brave (Dialogue theme)
62.Oliver's Fall (Dialogue theme)
63.Queen Elincia (Dialogue theme)
64.Caineghis, King of Lions (Dialogue theme)
65.Skrimir's Pride (Dialogue theme)
66.Tranquility of Goldoa (Dialogue theme)
67.The Black Knight Lives (Dialogue theme)
68.Sephiran's Sorrow (Dialogue theme)
69.Darkness Eternal (Dialogue theme)
70.Rafiel's Aria (Dialogue theme)
71.Repose of Souls (Dialogue theme)
72.Grace (Dialogue theme)
73.Neutiquam Erro (Narrator theme)
74.Urgency Drives Us (Narrator theme)
75.Uncharted Fates (Narrator theme)
76.The Task at Hand (Base theme)
77.Comfort's Call (Part 4 Base theme)
78.Backsliding (Battle preparation theme)
79.Pray for Victory (Endgame battle preparation theme)
80.Silence Reigns (Character dies [ones that lead to an instant game over])
81.Fading Embers (Game Over screen theme)
82.Praise the Fallen (Character dies)
83.A Test of Will (Guide [tutorial] theme)
84.Everything Hereafter (Epilogue theme)
85.Dawn Awakens (Dialogue theme between Lehran and Ashunera)
Note--"Dialogue theme" refers to themes played throughout the game during
certain pieces of dialogue. If you don't skip any text, you'll hear all of
these themes at some point in the game.
===========================================================================
~9.Base Conversations~
===========================================================================
While in the Base you can choose the "Info" tab to read interesting
conversations between characters. After beating the game, read Info
conversations will be added to the Replay Event option so you can reread
them whenever you wish.
Here's the Info conversations in each chapter. If there are no details
after it, you can always view this Info conversation. If there are details,
you will need to fulfill those prerequisites in order to view the Info
conversation (could be anything from having certain characters alive to
having certain characters in your current party). It is impossible to read
every single conversation in one playthrough--it'll take three minimum to
view them all.
Chapter 1-4:
In Town
Merchants
More Merchants
Kurth
Chapter 1-5:
Sothe
Nailah
Laura and Aran (Laura must be alive, Aran must be recruited)
Dawn Brigade
Chapter 1-6:
Outside the Village
Kurth
Chapter 1-7:
Companions (Zihark and Meg must be alive)
Pelleas
Chapter 1-8:
Sothe
Tauroneo
Vika
Chapter 1-9:
Pelleas
Jill (Jill must be alive)
Part 1 Endgame:
Fiona (Fiona must be alive)
Volug (Volug must be alive)
Chapter 2-2:
Heather (Heather must be recruited and alive)
Laguz
Elincia
Geoffrey
Chapter 2-3:
Calill's Shop
Elincia
Kieran
Part 2 Endgame:
Calill
Haar (Haar must be recruited and alive)
Part 3 Prologue:
Ranulf
Mist
Skrimir
Feast or Famine
Chapter 3-1:
Balance (Mist, Boyd, and Rolf must be alive)
Kitten Smitten (Gatrie and Shinon must be alive)
Challenging (Mia and Rhys must be alive)
Chapter 3-2:
Three Brothers (The center house in Chapter 3-1 was visited by either Rolf,
Boyd, or Oscar, and all three of them must be alive)
What Goes Around (Ilyana and Heather must be alive)
Item Shop
Chapter 3-3:
Strategist
Chapter 3-4:
Shinon (Shinon must be alive)
Chapter 3-5:
Haar (Haar must be alive)
Chapter 3-6:
Sothe
Jill (Jill must be alive)
Edward (Edward must be alive)
Leonardo (Leonardo must be alive)
Nolan (Nolan must be alive)
Chapter 3-7:
Catfight (Lyre and Kyza must be alive)
Chapter 3-8:
Wounded
Siblings (Lethe and Lyre must be alive)
Chapter 3-9:
Villagers
Calill's Shop (Calill, Marcia, Makalov, and Astrid must be alive)
Chapter 3-10:
Giffca
Chapter 3-11:
Sanaki
Sigrun
Rivals (Oscar and Kieran must be alive)
Chapter 3-12:
Pelleas
Tauroneo
Sothe
Nolan (Nolan must be alive)
Nico
Chapter 3-13:
Veterans (Edward and Leonardo must be alive)
Helping Hand (Laura and Aran must be alive)
Part 3 Endgame:
Protection (Mist and Boyd have an A support together)
Master and Pupil (Shinon and Rolf must be alive)
Part 4 Prologue:
Rulers
Homecoming (Pelleas was killed)
Homecoming (Pelleas was saved)
Muston
Skirmir
Chapter 4-1:
Appearances (Nailah and Rafiel must be alive)
Visions (Mist must be alive)
Visions (Mist was killed)
Aimee
Chapter 4-2:
Reyson
Twins
Chapter 4-3:
Necessities
Naesala
Chapter 4-4:
Wolves (Volug is in Ike's group, Volug and Nailah must be alive)
Chapter 4-5:
Innocent (Calill in Tibarn's group)
Innocent (Calill not in Tibarn's group)
Innocent (Calill was killed)
Pelleas (Pelleas must be alive)
Birds (Janaff and Ulki in Tibarn's group, Janaff, Ulki, and Reyson must be
alive)
Part 4 Endgame-1:
Renning
Visitor (Stefan not recruited)
Stefan (Stefan recruited and must be alive)
Dragons (Pelleas was killed)
Caineghis
Fireman (Volke recruited)
Part 4 Endgame-3:
Micaiah (Sothe and Micaiah have an A support together, Sothe must be alive)
Sanaki
Rafiel (Rafiel is in party and must be alive)
Reyson (Reyson is in party and must be alive)
Leanne (Leanne is in party and must be alive)
Part 4 Endgame-4:
Ancient History (Must be playing on Clear Data, Nasir and Gareth both
recruited)
Forgive and Forget (Nasir and Gareth recruited)
Nasir (Only Nasir recruited)
Gareth (Only Gareth recruited)
Part 4 Endgame-5
Soren (Playing with Path of Radiance transfer file that had Ike and Soren
with an A support, Ike and Soren must have an A support in this playthrough
of Radiant Dawn, must be playing on Clear Data, Black Knight needs to have
been used in Part 1 Endgame, Ike and the Black Knight need to fight and
intiate their conversation in Chapter 3-7, Soren must attack Micaiah in
Chapter 3-7 [use a Meteor attack], Soren must attack Pelleas in Part 3
Endgame [use Meteor], Pelleas must be saved in Chapter 3-13, Pelleas must
attack Izuka and survive, Pelleas and Soren must be taken into the Part 4
Endgame and both must survive)
**The exact specifications on how to get the Soren conversation isn't fully
known. Doing all of those events does get the conversation, but it is
possible some of them may not be required. I believe I have heard that a
Path of Radiance transfer is NOT required, however, so don't stress out if
you can't do that.
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~10.Credits~
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Thanks to all of the people that helped make this Walkthrough possible.
CJayC and Sailor Bacon-For making GameFAQ's exist, main host of this FAQ
You-For reading this walkthrough and making the effort worthwhile
br0th3r--For telling me my Vigor description for Leanne was incorrect
nflchamp--Noted an error in the levels the Herons learned their galdrar
Magna_Angel--Also noted Herons learn Sorrow at level 15, not 20
A ton of users--For complaining about how my opinions on many characters
sucked and that I should change them
This walkthrough is property and under copyright of Deathborn 668.